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Photosynth: 3D Visualization of Digital Photos

Photosynth

Microsoft Live Labs has launched a public version of Photosynth, a Web tool that uses the overlapping information in a set of still photos taken in a space to create a 3D mapping between the images. I put together a quick collage of the product "museum" space in my office - the more pictures you take from different positions, the better. When viewing, use "f" for full screen and "ctrl" to toggle to the data points.

Potential applications to user research include modeling observed work environments when videotaping is not allowed or impractical.  There's also the possibility of using Photosynth to create 3D views of products or concepts, although it's better suited for large spaces than close ups.  But for one example, see this joystick and note how you can move around it from all sides.

Like IBM's Many Eyes for text and data visualization, all Photosynths currently created are publicly viewable.  Understandably the site has a high traffic load so prepare to be patient.

Comfort in Using Hand Tools

Hand Map

A recent dissertation out of Delft University (Netherlands), discusses Comfort in using hand tools: theory, design and evaluation.  You can download the document as a PDF (note - cover page is in Dutch, but document is written in English).

Kuijt-Evers covers the state of the art in measuring ergonomic comfort for non-powered hand tools and conducted empirical research to validate a set of qualitative comfort predictor for use in design and evaluation.

Here's the abstract:

Everyone uses hand tools in their daily life, like knife and fork. Moreover, many people use hand tools in their profession as well as during leisure time. It is important that they can work with hand tools that provide comfort. Until now, the avoidance of discomfort was emphasized during the design process of hand tools, like screwdrivers, hand saws and paint brushes. In the near future, the focus will shift towards providing comfort. However, some questions need to be answered to make this shift, like: What does the end-user mean with comfort in using hand tools? How can we translate this into hand tool design and the design process? How can we evaluate hand tools on comfort? These questions are answered in the current thesis.

Service Design: A Model for Green Product Design

Solar Roofing SystemsWhile there's clearly a great deal of attention around "green design" these days, there's very little guidance on how to design such products (e.g. energy-saving, recyclable, super-efficient, etc.) from a user-centered perspective.  One could argue that there's nothing unique about such products that a typical user-centered design approach would not already accommodate.

But an interview with Terry Swack, which is making the blog rounds, emphasizes the importance of considering the uniqueness of positioning sustainable products:

"...most consumers still don't see the environment as a problem. Marketers have to help them not only to understand the problem, but to actually care about it. It's a matter of making it personally relevant and that their actions matter. But even the greenest consumers don't use sustainability as their primary decision criteria. The green product has to work as well or better than as the other, and be priced relatively the same. Then they'll look at the green attributes."

In other words, a sustainable product not only needs to provide comparable cost, functionality and ease-of-use, but also has the added imperative of effectively communicating its value above and beyond traditional product alternatives. 

How is one to accomplish that?  Since we're talking about attributes that go beyond the user's short-term engagement with the core functionality of the product - like its impact on the environment -  I believe it is most effective to take a service design, rather than a product design approach.  In service design we are not only interested in the ease-of-use around the product, but the user's holistic awareness and experience. 

In a service design analysisI conducted last year, I defined three key characteristics of a service experience:

  • Guidance - Information delivered to service consumers to learn about the
    service, understand how to use and navigate the service, and to take
    away for reference.
  • Comfort  - Transitioning to physical, emotional and cognitive ease and
    familiarity is necessary for services that take place in new contexts or
    locations.
  • Sensation Excitement, surprise and other emotional factors can attract
    interest and maintain engagement over the duration of the service.

While these characteristics were used in the context of a multi-dimensional user experience (i.e. attendance at a design conference), they can also be applied to a user's experience with a sustainable product:

  • Guidance - This refers to the educational component of the user experience.  Increasing the user's awareness of the relative value of a sustainable product, as well as it's appropriate usage, is (at least for the short-term). Implicit and explicit guidance needs to be factored into the design.
  • Comfort  - On one level, users need to be convinced that the sustainable aspects of a product will not compromise their experience in terms of mental demand, physical comfort or other comfort-related factors.  At the other level, many users will feel a sense of satisfaction if they are sacrificing a degree of comfort in order to lessen environmental impact.  The design challenge is balancing those two types of comfort across different types of users, and even within an individual's range of experiences with the product.
  • Sensation - Excitement can come in many forms, but perhaps none more tangible then the pairing of saving money while "saving the planet".  Many, but not all sustainable products can provide comparable functionality at a competitive or reduced cost. 

As with designing services, it's critical to mindfully combine these three characteristics.  One example is home power monitoring applications.   These interfaces provide explicit guidance via reporting energy usage for various appliances within the home, support comfort, quite literally, through effective temperature management, and deliver sensation through a combination of heightened user control and cost savings.

Upcoming Research Conference Programs

Polar_Opposites_Template_r5_c1

A number of upcoming conferences have released their programs to help you decide whether to go and what to see when you get there:

The IDSA National Conference - Polar Opposites (Sept 10-13, Arizona)  features a range of topics.  For the design research crowd there's: People Can't Tell You What They Want and Nine Other Design Research Myths
Chris Rockwell, IDSA, founder and president, Lextant.

The line-up for the Design Research Conference (Sept 19-20, Chicago) looks pretty much completed, although the order of speakers has yet to be determined.  Some of the workshops are already filled up.

The Human Factors & Ergonomics Society (Sept 22-26, New York) program is not easy to navigate (go figure). It's a very large conference so you can search by day or category, but there's no easy way to browse through all the sessions to see what's of interest.  You can search with Technical Groups - for example there's about a dozen or so presentations related to Product Design, ranging from "Sensory Quality Evaluation of Clothes Washing Machine Selector Knobs" to "The Boeing 787 Dreamliner --- A Case Study in Large-Scale Design Integration".

And last, but not least, EPIC 2008 (Oct 15-18, Copenhagen).  You'll need to click through each section to see the content offerings.

I'll be at the Design Research Conference and at least part of HFES, if anyone would like to meet-up and say hi.

An International Standard for Product Usability

Logo_iso

I've got a bias against design standards based on my experiences working with organizations that have tried to set them before, rather than after designing a product.  Standards should be a way to document a proven approach, not a prescription for how to do something that hasn't been done yet.  On the other hand, process standards are useful a priori because they provide guidance on how to do something that you may have not done before.  And like design standards, process standards should be updated over time with experience.

With all that said, I am encouraged to see that the International Standards Organization (ISO) has published a set of standards and related process guidelines on "ease of operation for everyday products".  This refers primarily to consumer products.  Userfocus provides a useful, high-level explanation of the four part ISO standards:

"Part 1, 'Design requirements for context of use and user characteristics', provides a set of sensible design guidance for anyone who is developing consumer technology. It outlines a five-step process that the design team should follow...The remaining three parts of ISO 20282 (parts 2-4) propose test methods for measuring the usability of every day products. The three test methods are essentially the same and will be familiar to anyone who has observed a usability test."

In other words, the standards don't provide significant educational value to experienced usability practitioners, but may be useful for those getting started, or even those with some experience who are looking for guidelines on best practices.  Note that you can purchase the documents from the ISO site, but each of the four is over $100 US. 

The Userfocus article also stresses an important point about product usability testing - you need large samples to get reliable data in a variable population, but:

"remember that for most consumer products there is only one key goal: 'the most frequent and/or important user goal that the product is intended to support' as it says in the standard. This means that each participant will be asked to carry out just one or two tasks with the product, so the participant session time should be much shorter than with 'thinking aloud' testing. My estimate is that each participant could be briefed, tested and sent on his or her way in 20 minutes."

10 Ways to Think Like a Design Researcher

Ed Boyden is a professor at the MIT Media Lab, and he seems to spend a lot of time thinking about... thinking.  I learned about his blog when he recently published a notable post on the untapped value of using the brainpower of students to solve real world problems, rather than hypothetical example problems.  I highly recommend you read it, but that's not really the point of what I am focusing on here.

What I am focusing on relates to a post from last year titled How To Think - Managing brain resources in the age of complexity.  In brief, it discusses ten rules for how to organize information, and you should read it before continuing here so you'll know what I'm talking about.

I was struck by a couple of things in Boyden's article.  First, who has the time and motivation to "document everything obsessively"?  It seemed like his rules were unrealistic and time-consuming.  The second thing that struck me was that while some of these rules are impractical for living by, they make a lot of sense in the context of conducting user research, most notably:

  • Synthesize new ideas constantly - I think this one is self-explanatory
  • Learn how to learn (rapidly) - This one too
  • Work backward from your goal - Design research should focus on producing actionable results to inform design.  Keeping this in-mind will make the research analysis process more efficient
  • Make contingency maps - We call them task flows
  • Write up best-practices protocols - We call this task analysis
  • Compose conversation summaries - We call this interviewing

In fact, this list might be read like a series of guidelines for conducting design research.

Boyden provides some technical recommendations for documenting conversations as well (Interesting...and certainly obsessive.):

"I often use plenty of color annotation to highlight salient points. At the end of the conversation, I digitally photograph the piece of paper so that I capture the entire flow of the conversation and the thoughts that emerged. The person I've conversed with usually gets to keep the original piece of paper, and the digital photograph is uploaded to my computer for keyword tagging and archiving. This way I can call up all the images, sketches, ideas, references, and action items from a brief note that I took during a five-minute meeting at a coffee shop years ago--at a touch, on my laptop."