Showing posts with label digital. Show all posts
Showing posts with label digital. Show all posts

Dec 13, 2012

Connecting: Exploration of the Future of Interaction Design and User Experience - Good for promoting CSEd!

I've been looking for a relatively short video about human-computer interaction and related fields to include in a presentation I'm planning for high school students. The presentation is my small part to promote Computer Science in Education Week (CSEd)

One of the goals of CSEd Week is to spread the word that computer science education is much more than learning how to program one. Technical and computational thinking skills are important to develop, but young people also need to know what sort of things they can do with these skills as they become adults in our technological society. As stated on the CSEd website"Computing professionals work on creative teams to develop cutting-edge products and solutions that save lives, solve health problems, improve the environment, and keep us connected."  

Coincidentally, I was pleasantly surprised by a tweet I received today that linked to Connecting, a well-produced 18-minute video about interaction and user experience design. This video would be great to share with high school students.


Connecting (Full Film) from Bassett & Partners on Vimeo.

The video features a number of well-spoken, creative professionals who are passionate about their work, people, and the future.  Although the video is a bit techno-centric, it depicts people who live and breathe technology in a favorable light.  It also inspires some degree of thought and reflection on the part of the viewer.

Although much of what is discussed in Connecting is futuristic, the seeds were planted years ago.  If you are new to the HCI/UX/ID/UCD world, it might help to read
Mark Weiser's 1991 article, The Computer for the 21st Century, published in Scientific American in 1991, before viewing the video.  

After viewing the video, I encourage you to take the time to read some of the comments on the Vimeo website.  Also read  Marc Rettig's comments, posted on the IxDA website:  "A film about interaction design: what it says about us".  

Near the end of the video, there is a discussion about where we might be headed, as interconnected, technically enhanced, augmented humans.  Hopefully we will not create, and then be assimilated into a Borg-like collective, or live out our days in a Matrix-like disembodied state.

In the wrong hands, what might happen?

Is resistance futile?!

FYI: Connecting was produced by Microsoft, Windows Phone Design Studio: Mike Kruzeniski (now at Twitter), Kat Holmes, and Albert Shum, and featured interviews with the following people:

Matt Jones, BERG London
Raphael Grignani, Method
Liz Danzico, School of Visual Arts, New York
Blaise Aguera y Arcas, Architect of Bing Mobile and Bing Maps
Helen Walters,  Writer, Editor, Researcher at Doblin/Monitor
Younghee Jung, Research Leader, Nokia
Massimo Banzi, Co-Founder, Arduino
Jennifer Bove, Co-Founder, Managing Director, Kicker Studio
Robert Murdock, Principal, Method (Artefact)
Jonas Lowgren, Professor of IxD, Malmo University, Sweden
Eric Rodenbeck, CEO, Founder, Creative Director, Stamen Design
Robert Fabricant, VP of Creative, Frog Design
Andrei Herasimchuck, Twitter 

The video was first screened in Seattle, Washington, last April, with a panel discussion that included Rob Girling and Gavin Kelly, of Artefact, Bill Buxton, of Microsoft, and Scott Nazarian, of Frog Design.

Description of the "Connecting" video, from Bassett & Partners' Vimeo site:

"The 18 minute "Connecting" documentary is an exploration of the future of Interaction Design and User Experience from some of the industry's thought leaders. As the role of software is catapulting forward, Interaction Design is seen to be not only increasing in importance dramatically, but also expected to play a leading role in shaping the coming "Internet of things." Ultimately, when the digital and physical worlds become one, humans along with technology are potentially on the path to becoming a "super organism" capable of influencing and enabling a broad spectrum of new behaviors in the world." -Bassett & Partners

Selected Quotes:

Liz Danzico:
"It's understanding that ecosystem, where the human in the center, and understanding that network of things, and how they all work together, rather than of your device or thing being in the center."

Younghee Jung:
"... you can not necessarily foresee the consequences when people adopt what you designed..to see something completely different from what you created. .it is like throwing a stone in the water, and you don't know what it will cause."

Blaise Aguera y Arcas:
"....these are all augmentations of abilities as humans. And when the augmentation really works, then that extension of yourself feels natural, and beautiful and does what you want, and doesn't get in the way....The use of voice, and the use of natural gestures... you are removing the extraneous, you are removing the artificial."

Massimo Banzi:
"...Something that can do it's own thing, disappearing in the background, is correct"  (nod to Weiser)

Jennifer Bove:
"...it is really important to look at what the consequences are of putting these products into the world when we think about things like the phone...the way it has changed our behavior, it can be enabling, and also disrupting...for these things to change our lives for the better, or enable for them to let us do things we couldn't do before.. they have to feel natural, and feels like a conversation." 

Robert Murdock:
"How you actually design and enact a living system in UX is something that is quite challenging...you have to think about patterns of desired outcomes and behaviors you want to achieve, instead of moving a user through one flow in an experience."

Jonas Lowgren: 
"...back in the day.. it was one user, one task, one computer,  its all gone now, its is much more like you are setting the stage, really,  for other people to perform, but you can never tell them what to do."

Eric Rodenbeck:
"....the map is like a living thing, that is being made up of everything we got. The idea that it is different in the morning than what it was in the evening, is a really good idea to stay connected to the idea that the world is changing."

Helen Walters:
"What we need is for designers to be embedded in the topics that are really, really important right now, so there can be a better synergy between design, and business design, and social change design, and entrepreneurship."

Andrei Herasimchuck
"That is where the future lies with us. There will be software in everything..You can take all of those (digital) pieces, and you can design all kind of things around it. People are now actually entering their lives and what is going around them, into a digital format, and so we will start do things with that in the future, and I think it will be exciting."

Robert Fabricant:
"The network is sampling the world, and knowing what is cropping up where, being able to match and find patterns...and anticipate outbreaks of diseases. ..  We are trying  now to collect from the periphery a much richer set of what is going on the world so we can learn as a society and optimize and evolve the right systems and services".

SOMEWHAT RELATED
IxDA
Experientia: Putting People First 
What's the Difference- IXD, IA, UXD, HCI, UCD, UX (Jon Karpoff)

Sep 22, 2012

Digital Disruption Video (Deloitte): Nice use of animated infographics.

Today I attended Web Afternoon Charlotte and was impressed by many of the presentations, including a talk by Nick Finck, of Deloitte Digital. Throughout the day, common themes emerged, centered around facing our fears and creating a better (digital) world that includes a good measure of disruption. 

As I reviewed information for this post, I came across a nicely-prepared video by Deloitte Australia.  It provides a number of animated infographics to highlight key factors related to digital disruption. Although the narrator focuses on the business world in Australia, given our global economy, the concepts ring true for the US and other countries.  (An infographic on this topic, created by Deloitte Digital can be found at the end of this post.)

Digital Disruption- Short fuse, big bang?



RELATED 
Deloitte Digital
Digital Disruption Resources, Deloitte, Australia Digital disruption: It's all about the length of the fuse and the size of the bang says Deloitte (9/12/12) 
Four Points to Ponder In A Digitally Disruptive World 
Stephen Powers, Forester Blogs, 9/21/12 
Developing Digital Disruption: A Forum for Development & Delivery Professionals 
Forester: Oct 18-19, Orlando, FL 
Sourcing IT Best Practices in the Wake of Digital Disruption 
Charles Green, CIO, 9/21/12

Digital Disruption [Infographic]
Michelle Hernandez, Deloitte Digital Blog 5/7/12
Source: http://www.deloittedigital.com/blog/digital-disruption-infographic


May 11, 2012

Interactive Technology from CHI 2012 Supporting Literacy, Storytelling, and Narrative

I spent the last several days at CHI 2012 and was so immersed in the experience, I held off blogging until I arrived home.  


I was pleasantly overwhelmed by the experience at CHI 2012, There was so much to see, hear, and touch, there were so many bright, creative people all around - I was on mind/sensory overload.  Omar L. Gallaga, the author of Digital Savant (Austin 360), attended the conference, and the quote below from his recent post nicely sums it up: "When your mind gets blown multiple times in a very short period of time, it begins to feel as is your brain is quickly rewiring itself to accept that the reality is that anything is possible and that the continual, pleasurable surprise of discovery is the new norm."


For this post, I'm sharing a few things that were presented at CHI 2012 that focus on literacy, storytelling, and narrative.  I'll share more in future posts.


Creating and Using Interactive Narratives: Reading and Writing Branching Comics 
The short video below provides a good overview of the project, which was presented at CHI 2012 during the Out of the Box" session, chaired by Shahram Izadi, of Microsoft Research USA

"We employ comics and combine paper with a multi-touch interface to explore an approach to reading and writing interactive narratives."
Dan Andrews and Chris Baber from the University of Birmingham (UK) 
Sergei Efremov and Mikhail Komorov from the Moscow State Institute of Electronics and Mathematics (Russia).


If you are interested in learning more about this process, take a look at the references that were reviewed in the paper about this creative, thoughtful work.

Tap & Play: An End User Toolkit for Authoring Interactive Pen and Paper Language Activities 
The following video was created several months before CHI 2012:




Tap & Play:  An End User Toolkit for Authoring Interactive Pen and Paper Language Activities
Ann Marie Piper, Nadir Weibel, James Hollan



The following video is related to the Textual Tinkerability paper, presented during the Literacy on the Margin session, chaired by Juan Pablo Hourcade, at CHI 2012:
 


Textual Tinkerability:  Encouraging Storytelling Behaviors to Foster Emergent Literacy    Angela Chang, Cynthia Breazeal, Fardad Faridi, Tom Roberts, Glorianna Davenport, Henry Lieberman, Nick Montfort, Massachusetts Institute of Technology


Related: TinkRBook: Shared Reading Interfaces for Storytelling (IDC 2011)
TinkRBook

RELATED


CHI 2012:  brain expanding bits of brilliance

Omar L. Gallaga, Digital Savant, 5/11/12


FYI:   I was one of the organizers for the EIST (Educational Interfaces, Software & Technology) workshop, held on May 5th and 6th. The participants came from all around the world to spend two days of presenting, sharing, and brainstorming.  Everyone worked hard to make the workshop a success. (I'll share more about EIST soon, but if you are curious, the above link will provide you with more information about the program and papers that were presented.) 

Feb 15, 2012

Makego: Turn your iPhone into a vehicle, by creative digital artist Chris O'Shea

Chris O'Shea is an artist and designer who uses technology in creative and innovative ways. He's known for his "Hand from Above" outdoor installations.  His latest creation is Makego, is an app for the iPhone that bridges the digital with the real world.  Children can create a small vehicle out of Legos that can serve as a place to set an iPhone, running the app, and move the vehicle about a larger space.  In the examples below, the children have created scenes using crayons, paper, and colored art foam.

"Makego turns your iPhone / iPod Touch into a toy vehicle. It encourages fun, open ended collaborative play between parent and child. Combining creativity and imagination with the virtual world on screen. Select your vehicle within Makego, then interact with the drivers and their world through animations and sound. This release has 3 vehicles to play with: a race car, ice-cream truck, and river boat. More vehicle are coming later". -Chris O'Shea


The application is now available for $1.99 on the App Store

Makego from Chris O'Shea on Vimeo.





RELATED
Chris O'Shea's Website






Nov 24, 2011

Revisiting Good Blogs: Innovative Interactivity (II) - A Digital Watering Hole for Multimedia Enthusiasts

One of the blogs I enjoy following is Innovative Interactivity (II).  Here is the description from the "About" section of the blog:


"Innovative interactivity serves as an open forum for multimedia producers, interactive web developers, and new media professionals. Content focuses on the dynamics and theory of how people receive and react to different forms of information on the web, both through visual, multimedia storytelling and interactive information design."


"The goal is that this blog will provide an outlet for those in the online realm, whether you are interested in learning about multimedia storytelling, interactive web development, programming languages, software tools, data visualization, or all of the above.  Hopefully you will be inspired from what you read here to surpass your current standards in order to develop highly effective multimedia interactives for the digital community."

Tracy Boyer Clark is the founder & managing editor of Innovative Interactivity.  She is finishing up her MBA/MSIS dual master's degree at UNC-Chapel Hill. 


Here are a few links to recent II blog posts:
Behind the scenes of NFB's One Millionth Tower
Lessons learned from Internet Summit 2011
Facebook COO Sheryl Sandberg delivers monumental speech for women in tech

May 27, 2011

The Digging Into Data Challenge and List of Online Data Repositories for Humanities and Social Sciences


I came across the Digging Into Data Challenge website today and thought it might be of interest to IMT readers.  Below is a description of the project, a few related links, and an abbreviated list of links to a wide range of data repositories on the web.  

Digging Banner
 ABOUT 
"Welcome to the second round of the Digging into Data Challenge. During the first round, in 2009, nearly 90 international research teams competed in the challenge. Ultimately, eight remarkable projects were awarded grants."
"In 2011, the Digging into Data Challenge has returned for a second round, this time much larger, with sponsorship from eight international research funders, representing Canada, the Netherlands, the United Kingdom, and the United States."
"What is the "challenge" we speak of?  The idea behind the Digging into Data Challenge is to address how "big data" changes the research landscape for the humanities and social sciences. Now that we have massive databases of materials used by scholars in the humanities and social sciences -- ranging from digitized books, newspapers, and music to transactional data like web searches, sensor data or cell phone records -- what new, computationally-based research methods might we apply? As the world becomes increasingly digital, new techniques will be needed to search, analyze, and understand these everyday materials. Digging into Data challenges the research community to help create the new research infrastructure for 21st century scholarship." 
"Applicants will form international teams from at least two of the participating countries.  Winning teams will receive grants from two or more of the funding agencies and, two years later, will be invited to show off their work at a special conference sponsored by the eight funders."

"Let's get digging."

RELATED
Digging into Data Challenge Second Year Request for Proposals
Press Release    Round Two: Digging Into Data Challenge: Social and computational scientist asked to design methods and tools for analyzing large data sets (National Science Foundation)

Times Higher Education, April 28, 2011, "Research intelligence - Let's dig a little deeper"
The New York Times, November 16, 2010, "Digital Keys for Unlocking the Humanities’ Riches"
The Globe and Mail, June 18, 2010, "Supercomputers seek to ‘model humanity’"


Be sure to visit the Digging Into Data Challenge data repository page.  Each repository is annotated in detail and includes links and in some cases, APIs. The page is updated regularly, and at the time of this post, was updated on May 26, 2011. For your convenience, here's the abbreviated version of the Digging Into Data Challenge list of repositories: 

The Archaeology Data Services (ADS)
http://archaeologydataservice.ac.uk/


ARTStor.org
http://www.artstor.org


Biodiversity Heritage Library
http://biodiversitylibrary.org


The Centre for Contemporary Canadian Art Canadian Art Database Project
http://ccca.ca


Chronicling America, Library of Congress, National Digital Newspaper Program
http://loc.gov/chroniclingamerica


Data-PASS
http://www.icpsr.umish.edu/DATAPASS/


Digital Library for Earth System Education (DLESE)
http://www.dlese.org


Early Canadiana Online
http://canadiana.ca


English Broadside Ballad Archive
http://ebba.english.ucsb.edu


Great War Primary Documents Archive
http://www.gwpda.org


Harvard Time Series Center (TSC)
http://timemachine.iic.harvard.edu/search/



HathiTrusthttp://www.hathitrust.org


The History Data Service (HDS)
http://hds.essex.ac.uk


Infochimps.org
http://www.infochimps.com/


Internet Archive
http://www.archive.org


Inter-university Consortium for Political and Social Research
http://icpsr.umich.edu


JISC MediaHub
http://jiscmediahub.ac.uk


JSTOR
http://jstor.org

Marriott LibraryUniversity of Utah
http://ww.lib.utah.edu/portal/site/marriottlibrary/

NASA ADS: Smithsonian/NASA Astrophysics Data System (ADS)
http://adsabs.harvard.edu/index.html

National Archives, London
http://nationalarchives.gov.uk


The National Library of Wales
http://www.llgc.org.uk


National Science Digital Library (NSDL)
http://www.nsdl.org

National Technical Information Service (NTIS)
http://www.ntis.gov/

Nebraska Digital Newspaper Project
http://cdrh.unl.edu/nebnewspapers/


New York Public Library
http://NYPL.org


The New York Times Article Search API
http://developer.nytimes.com/



Opening History
http://imlsdcc.grainger.uiuc.edu/history/


PhilPapers (philosophy)
http://philpapers.org


Project MUSE
http://muse.jhu.edu/


PSLC DataShop (Pittsburg Science of Learning Center)
http://pslcdatashop.web.cmu.edu/


Scholarly Database at the Cyberinfrastructure for Network Science Center, Indiana University
http://sdb.slis.indiana.edu


ScholarSpace at the University of Hawai'i at Manoa
http://scholarspace.manoa.hawaii.edu/community-list


Statistical Accounts of Scotland
http://edina.ac.uk/stat-acc-scot/


University of Florida Digital Library Center
http://www.uflib.ufl.edu/ufdc


University of North Texas
http://digital.library.unt.edu/browse/?browseby=collection

Just a thought....
I'd be interested in learning if any of the researchers involved in the Digging Into Data Challenge plan to work on an interactive, multidimensional, multimedia timeline to support collaborative data sharing and analysis.  

Feb 22, 2011

How Social Can News Get? SoCon11 Presentation by Lee Rainie, Pew Internet Project

If you'd like to learn more about social media,  take a look at the following presentation from the recent SoCon11 conference, "How social can news get?", by Lee Rainie,  Director of the Pew Internet Project:


"Lee Rainie, Director of the Pew Internet Project, discusses the Project’s latest findings at the SoCon11 conference. He goes through trends in social media use in the last five years of the Project’s data. He explores how the turn to pervasive, participatory, personal, and portable news changes the way news consumers and producers behave and think about the role of news in their lives." - Pew Internet and American Life Project


Quite a few topics were covered at the conference, which can be found on the SoCon11 Agenda site.

May 13, 2010

Digital Media & Learning Competition Awards



2010 Digital Media and Learning Competition Winners (pdf)


"The Digital Media and Learning Competition, now in its third year, is an annual effort designed to find — and to inspire — the most novel uses of new media in support of learning. In May 2010, the Competition recognized 10 projects that employ games, mobile phone applications, virtual worlds, and social networks to create learning labs for the 21st Century — environments that help young people learn through exploration, interaction and sharing."
-MacArthur Foundation/HASTAC 


2010 Winners, 21st Century Learning Lab
CLICK! The Online Spy School: Engaging Girls in STEM Activities, Peer Networking, and Gaming- Emily Sturman, Carnegie Science Center, Pittsburgh, PA.
ECOBUGS- Stephen Sayers, Futurelab Education, Bristol, UK.
FAB@SCHOOL: A Digital Laboratory for the Classroom- Glen Bull, University of Virginia, Charlottesville, VA.
Hole-in-the-Wall: Activity Based e-Learning for Improving Elementary Education in India - Hole-in-the Wall Education Limited, New Delhi, India
Metrovoice: About/In/By Los Angeles - Ann Bray, LA Freewaves, Los Angeles, CA
Mobile Action Lab: Programming Apps for Collaborative Community Change- Elisabeth Soep, Youth Radio-Youth Media International, Oalkand, CA
NOX No More: Connecting Travel Logs with Simulation, Gaming, and Environmental Education- Rosanna Garcia, Northeastern University, Boston, MA
Conservation Connection: From the West Side to the West Pacific-Joshua Drew, The Field Museum, Chicago, IL
Scratch & Share: Collaborating with Youth to Develop the Next Generation of Creative Software- Mitchel Resnick, MIT Media LAb, Cambridge, MA
Youth Applab- Leshell Hately, Uplift, Inc. Washington, DC


About the Competition
Digital Media and Learning Competition

RELATED
Press Release Via Serious Games Market and the MacArthur Foundation

Global Competition Selects 10 Innovative Digital Media & Learning Projects to Share $1.7 Million (Digital Media & Learning, Press Releases- May 12, 2010)
Washington, DC) — Ten winners of the MacArthur Digital Media and Learning Competition were announced today at a celebration of National Lab Day in Washington, DC, to promote science, technology, engineering and math across the country. Funded by the John D. and Catherine T. MacArthur Foundation and administered by the virtual network of learning institutions HASTAC, the competition winners will share $1.7 million in funding to use games, mobile phone applications, virtual worlds, and social networks to create the learning labs of the 21st century. Winners include a project to show youth-produced videos on 2,200 Los Angeles city buses; the next generation of a graphical programming language that allows young people to create their own interactive stories, games, and animations; and an online game that teaches kids the environmental impact of their personal choices. 

“Digital technologies are helping us to re-imagine learning,” said Connie Yowell, MacArthur’s Director of Education. “In the digital age, the learning environment is turned on its head — it’s no longer just the dynamic of the student, the teacher and the curriculum. Today, kids learn and interact with others — even from around the world — every time they go online, or play a video game, or engage through a social networking site. This Competition is helping us to identify and nurture the creation of learning environments that are relevant for kids today and will prepare them for a 21st century workforce.”

Now in its third year, the Competition is an annual effort to find — and to inspire — the most novel uses of new media in support of learning. This year it was launched in collaboration with President Obama’s Educate to Innovate initiative, challenging designers, inventors, entrepreneurs, and researchers to create learning labs for the 21st century, digital environments that promote building and tinkering in new and innovative ways. 

Other winners of the global Digital Media and Learning Competition include:

Conservation Connection: Using webcasting, video blogging and social networking sites, this project connects kids from Chicago’s West Side with kids in Fiji to work together to protect Fijian coral reefs; 

Mobile Action Lab: Combining the expertise of social entrepreneurs and technologists and the knowledge and ideas of Oakland, CA-based teens, this project helps develop mobile phone applications that serve Oakland communities. 

Click! The Online Spy School: Designed to encourage girls engagement in the sciences, Click!Online is a web-based, augmented reality game for teen girls to solve mysteries in biomedical science, environmental protection, and expressive technology. 

•Download a complete list of the competition winners (PDF, 12 pages) »

This year’s application process included an opportunity for public comment, which allowed applicants to collaborate with others and improve their submissions prior to final review. Of the more than 800 applications from 32 countries, 67 finalists were asked to submit videos of their projects for a final round of judging. Winners were selected from this pool by a panel of expert judges that included scholars, educators, entrepreneurs, journalists, and other digital media specialists.

The Competition is funded by a MacArthur grant to the University of California, Irvine, and to Duke University and is administered by the Humanities, Arts, Science and Technology Advanced Collaboratory (HASTAC). The Competition is part of MacArthur’s digital media and learning initiative designed to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to education and other social institutions that must meet the needs of this and future generations.

"The winning projects exhibit a wonderful creativity in developing learning platforms and environments that promote participatory and collaborative engagements for kids to learn with and from each other in their everyday engagements,” said Cathy N. Davidson, of Duke University, Co-founder of HASTAC along with David Theo Goldberg, of the University of California Humanities Research Institute. “We are witnessing the profound transformation in how young people will be learning in the future, and these projects are helping to lead the way," noted Goldberg.

Winners of the Competition were drawn from two categories: 21st Century Learning Lab Designers ($30,000 to $200,000) and Game Changers ($5,000 to $50,000). Learning Lab Designer award winners, which were announced today, will share $1.7 million for learning environments and digital media-based experiences that allow young people to grapple with social challenges through activities based on the social nature, contexts, and ideas of science, technology, engineering and math. Game Changers awards, which are to be announced on May 25th at the 2010 Games for Change festival, will share $250,000 for creative levels designed with either LittleBigPlanet™ or Spore™ Galactic Adventures. The games offer young people learning opportunities as well as engaging play. Each category includes several Best in Class awards selected by expert judges, as well as a People’s Choice Award to be selected by the general public in late May. 

Detailed information about the winning projects and the Competition is available at http://www.dmlcompetition.net.

Jan 1, 2010

Digital Out of Home (DOOH): Screens Large and Small at the Mall (and some touch interactive Coke machines!)

I was at the Southpark Mall in Charlotte yesterday and noticed that screens of all sizes were everywhere I went. I happened to have my little HD video camera with me and thought I'd share what came across my path.

Most of what I saw wasn't too innovative or interactive. Many of the smaller video displays were located on the market karts in the main traffic areas of the mall. Scattered about the mall are cozy living-room like areas, with comfy couches, WiFi access, and in on spot, a few large-screen HD televisions, perfect for watching sports or the news while other members of your social/family network do some serious shopping. I especially liked the infomercial about North Carolina's beaches around Wilmington.

I wasn't too excited about the information display about the mall, which provides what looks like a version of the Southpark Mall website, shown at :44 on the first video clip.  Located about 20 feet from a static mall directory, not a single soul looked at the screen or used the keyboard and mouse to find out more about what the stores in the mall had to offer.  The static directory, on the other hand, had groups of people looking at it all of the time as I observed.  (I added screen-shots and pictures of the keyboard-and-mouse display near the end of this post.)

At the end of the first video clip, you'll see a new interactive touch-screen Coke vending machine, but the one featured at the end of the first video is out of order.

Not to worry. I stopped to rest in another area of the mall, and in right in my line of sight was another Coke machine, just as a young man was trying to figure out how to get a Coke out of the machine. It took him 93 seconds. That might not seem like too long, but if you watch the second video, you'll see that it was almost painful to watch.

As the young man finished purchasing his soda, a family with two young children were nearby and figured out that the display wasn't just for ads. The second video clip has a few shots of the younger child playing with the touch screen, and later on, his dad.  The little guy probably would have played with the touchable spinning Coke bottle for a long time! The dad commented, "They should have something like this for the home!", and mentioned that his kids liked the SMARTboards at school.

In my opinion, the interactive Coke Machine didn't know what it wanted to be.  An eye-catching, attention grabbing infomercial?   A useful interactive information display?   A fun toy to touch and play?  A system to make it difficult to quickly reach your goal of getting your thirst quenched, better to get the ads into your brain?


Marketers, designers, and developers, listen to this:


A lot of people still do not know about larger interactive touch screens. Even if they have an iPhone!
I told the parents about touch-enabled all-in-one PC's, touch-screen netbook/laptops, and the rumor that Apple might come out with a touch-screen tablet. They'd never heard of such things. This mall is very upscale, and the families that come to shop there have money.  They still can buy shoes at Nordstrom and drink specialty coffees, and of course, crowd around in the Apple Store.

The Videos


Note:  The participants in the following two videos gave permission for me to video. The videos were not staged.

A Young Guy and an Interactive Coke Machine


A Kid and an Interactive Coke Machine


RELATED
Below is a picture of the web-connected directory at the Southpark Mall from about a year ago.  No-one used it then, and at the time, the display was not working.  If you look closely, you'll see the keyboard and mouse set up.  Although this display contains a lot of information about the mall, via the web, it does not meet the needs of most shoppers, who travel in pairs, groups, families, and extended families during the holiday season. 
















Below are two screen shots of the SouthPark website, which can be accessed by using the keyboard and mouse on the information display, as I previously mentioned.































In my opinion, there is enough screen space on the touch-screen Coke machine to provide interactive information about the mall.  Ripping content from the mall's website won't do, since it is text-based, boring, and oh-so WIMP-y!

Better yet, the mall should transform the large static directories into something useful, keeping in mind that most of the time it will need to support two or more people deciding where to go and what to do while they are at the mall.  Beam a mini-map of the mall to the shoppers to use on their iPhones/Smart phones, and give them a shopping advisor app while you are at it.

Psssst....
There are too many talking head screens in the mall.  Make them interactive, add some value, and see what might happen, especially if you want to target reluctant shoppers like myself.

For fun:
I Want the Giant iPhone! (Short Glimpse of the Apple Store)


RELATED
Coca-Cola Testing Interactive Vending Machines Patricia Odell, Promo, 4/2/09:

"Shoppers will come upon the units in high traffic locations and can use the large format touch screen displays to interact with and buy Coca-Cola products. People will also be learning about specials and promotions available at the mall and will be able to purchase the beverages using Simon Giftcards.
 

"The flat screen is set in the vending machine doors and is divided into three sections. The machines feature functionality similar to an iPhone. For example, the mid section of the screen is where people can buy drinks. Clicking on a product lets the shopper rotate the bottle to see the label. The top and bottom sections of the screen are used for running commercials for Coke and other Coca-Cola brands and for Simon Mall promos...This is just preliminary to see how the functionality goes," Coca-Cola spokesperson Ray Crockett said. Next-gen models of the machines will offer mobile phone downloads in the form of music files, ringtones and wallpaper, along with cashless payment and more, Coca-Cola said...The machines were first Introduced at the Summer Olympics last year in Beijing and one the Simon dTour...The new machines incorporate sight, sound and motion video to take the vending experience from transaction to true interaction,” Anthony Phillips, global brand manager at Coca-Cola said in a release. “We wanted the machines to be eye-catching in a way that would turn heads and command attention.” The new venders were developed by The Coca-Cola Co. in partnership with Samsung and interactive marketing agency Sapient".

Sapient Interactive Services
Sapient Interactive Mobile Group

Update:  Some links to Bill Gerba's blog posts:

Digital Signage Screen Placement: Modeling Consumer Behavior http://bit.ly/4oXPWM
Digital Signage Screen Placement: Angle, Height and Text Size http://bit.ly/7hG6NZ
Making great digital signage content: A quick reference guide http://bit.ly/74rNL5

Oct 29, 2009

UX of ITV: The User Experience and Interactive TV (or Let's Stamp Out Bad Remote Controls)

I prefer to watch our flat-panel HDTV in the dark, and usually I watch something I've DVR'd.  Because of the nature of my remote control, I often have to interrupt the immersive experience, turn on the light, poke at the buttons, and start over again.


Not long ago, I had the flu and I thought I'd try out the interactive channel from my satellite TV provider.  My interactive experience was about the same as interacting with the DVR!

What the satellite TV company offered was not really ITV.  It was
BIRC.  Bad Interactive Remote Control.  You know what I'm talking about.  In the era of the WiiMote, most of us still have to interact with our TV systems as if were 1982.


There is hope!
A good number of researchers are working hard to make the UX of ITV, including mobile TV, a reality.   If you are reading this post, you most likely will appreciate some of the articles and links below:

Konstantinos ChorianopoulosResearch Methods in Interactive TV (pdf)
(Konstantinos Chorianopoulos is a lecturer and  Marie Curie Fellow in the Department of Informatics at the Ionian University, Corfu, Greece He founded UITV.INFO,  a site that has research and information about interactive television.)
Enhancing Social Sharing of Videos: Fragment, Annotate, Enrich, and Share (Proceedings of the 16th ACM international conference on Multimedia) Pablo Cesar, Dick C.A. Bulterman, David Geerts, Jack Jansen, Henrick Knoch and William Seager (This research paper includes a discussion of the concept of "personal secondary screens" on mobile devices that display information that can be shared and annotated while watching content on a large display.)


Sample of presentations and workshops at EuroITV 2009:
The Connected Home Redefines the TV Experience  Jan Van Bogaert (Alcatel-Lucent) 
The Internet Revolution Will Be Televised   Rich Exekiel (Yahoo! Conntected TV)
Needs, emotions, experience!  Marc Hassenahl (Folkwang University)
Marian F. Ursu, Pablo Cesar, and Doug Williams.Enhancing Social Communication and Belonging by Integrating TV Narrativity and Game Play
Rodrigo Laiola Guimaraes
. Telling Stories and Commenting on Media:  The Next Generation of Multimedia Authoring Tools (pdf)
Ana Vitoria Joly.  Designing iTV Interfaces for Preschool Children
Claus Knudsen and Roel Puijk. Television and Presence: Experiments in interaction and mediation in a digital environment


Marianna Obrist, Henddrik Knoche, Damien Alliez Tutorial: User-Experience in TV-centric Services: What to consider in the Design and Evaluation?(pdf) 
David Geets Tutorial: Designing and Evaluating the Sociability of Interactive Television (pdf)
Artur Lugmayr Tutorial:  Ambient Media - An Introduction by Case-Studies(pdf)
Janez Zaletelj, Mladen Savic and Marko Meza. Real-time Viewer Feedback in the iTV production.
Skylla Janssen. Interactive Television Format Development – Could Participatory Design Bridge the Gap?
Jan Hess and Volker Wulf. Explore Social Behaviour around Rich-Media: A Structured Diary Study 
Dimitri Schuurman, Tom Evens and Lieven De Marez. A living lab research approach for mobile TV

RELATED 
Ana Vitoria Joly. Design and Evaluation of Interactive Cross-platform Applications for Pre-literate Children.  IDC 2007 Proceedings: Doctoral Consortium
Ana Vitoria Joly. Interactive Cross-platform Environments for Young Children (pdf)
C. Hesselman, W. Derks, J. Broekens, H. Eertink, M. Guelbahar, and R. Poortinga, "Facilitating an Open Ecosystem to Enhance Interactive TV Experiences", Workshop on Sharing Content and Experiences with Social Interactive Television, co-located with the European Interactive TV Conference (EuroITV2008), Salzburg, Austria, July 2008
R. Kernchen, P. Cesar, S. Meissner, M. Boussard, K. Moessner, C. Hesselman, and I. Vaishnavi, "Intelligent Multimedia Presentation Delivery in Ubiquitous Multi-Device Scenarios,IEEE MultiMedia (IEEE MM), 17(2), April-June, 2010 [in print]

P. Cesar, D.C.A. Bulterman, and J. Jansen, "Leveraging the User Impact: An Architecture for Secondary Screens Usage in an Interactive Television Environment," in Springer/ACM Multimedia Systems Journal (MSJ), 15(3): 127-142, 2009



P. Cesar, D.C.A. Bulterman, and Luiz Fernando Gomes Soares, "Introduction to special issue:  Human-centered television-directions in interactive digital television research"  ACM Transactions on Multimedia Computing, Communications, and Applications, October 2008

Somewhat Related
My preliminary thoughts about 
Adobe's Open Screen project