Notes from Midwest UX 2015 Day 2
These are my notes from day 2 of Midwest UX, held October 2-3, 2015 in Pittsburgh, PA.
Table of Contents:
- Morning keynote by Jesse Schell
- Designing for Social Impact by Gretchen Anderson
- Interaction Design Practice and 21st Century Work by Paul Pangaro
- Wicked Ambiguity by Jonathan Colman
Morning Keynote
Jesse Schell (@jesseschell)
(I missed the beginning of this one)
- Observing mind vs thinking mind: simultaneously participate in experience while you sit back and watch your emotions, will help you analyze the experience
- Takes practice: difficult to obsserve your breathing without changing it, same applies to observing your thinking
- Can’t just layer rewards and badges onto every experience
- Game design is hard, extra hard when you start with something that isn’t a game
- Rewards can decrease incentive for tasks that were previously intrinsically interesting–but may be ok for taks that someone really isn’t motivated to do?
- Glued to Games - Self-determination theory applied to games
- Fun isn’t why people play games, may play even though frustrating
- Games are good at providing people’s mental needs:
- Competence: feel like you’re good at something
- Autonomy: freedom to do what you want when you want
- Relatedness: connect with other people
- “Hafta” vs “wanna” activities–e.g. taxes are “hafta”, games are “wanna”
- But not intrinsic to activity, different people may disagree about which is which
- Major difference between work and play software: efficiency is “hafta” (make the task as short as possible), pleasure is “wanna” (want to make longer)
- Different parts of the brain are used in avoiding negative consequences vs seeking positive consequences
- Farmville starts with positive rewards, but then uses negative consequences of ugliness, shame to get people to keep playing
- What kinds of pleasures do you want to have in your game?
- Discovery, laughter, thrill, triumph, etc.
- What are the existing pleasurable moments in the experience, and how can you make them more pleasurable?
- Don’t want high interest all the time, people will burn out
- Graph interest level over time: start by grabbing with hook, drop a bit, then gradually increase with peaks to climax (3 act structure)
- Interesting experiences are still interesting when they’re done, know when to quit
- Interest graphs are fractal, e.g. game has overall 3 act structure, more 3 act structures for each level, and a 3 act structure for a boss fight within the level
- Factors of interest
- Inherent interest: potential for dramatic change (e.g. chainsaw juggling)
- Poetry of presentation: beauty (e.g. violin concert)
- Psychological proximity: things that happen to us most interesting, to those we know next most interesting, to everyone else least interesting
- Can’t control everything in an interactive experience, need indirect control
- Constraints: only some choices are available, e.g. go any direction vs. 2 doors leading out of a room (often people don’t want infinite choices)
- Goals: people will probably choose the option that will bring them closer to the goal
- Interface: presentation sets expectations, changes what people want to do
- e.g. there is a steering wheel, you don’t expect to do anything but drive
- e.g. lines in screen subconsciously draw attention to where you want people to go, and then they go there
- Characters: sympathy, emotion, desire to help (but emotion can backfire, e.g. Clippy)
- Music: e.g. busy restaurants play fast music so you eat faster
Designing for Social Impact
Gretchen Anderson (@gretared)
(I somehow missed the beginning of this one too)
- Be as inclusive as possible, take down barriers, especially for the most needy; missing people leads to infighting between those you need to help
- Can’t focus on one group, may make it worse for others
- “Don’t do it to me”, “Nothing about us without us”–participatory design
- Most systems don’t communicate well, beaurocrats desensitized to user needs–help humanize the system
- Mission matters, you need to care passionately
- Diversity of experience counts, and you need a variety of roles, e.g. business, policy, research, design
- Lessons learned
- Get invited: don’t just barge in to fix things
- Get introduced: there may be an existing org with aligned goals that can help
- Respect the environment–durability, cost, simplicty
- Can’t just give, may not fit the situation
- May break existing community by introducing change
- Need participatory design, check assumptions
- DIY or training the trainer? Who is doing the intervention, and how do you spread best practice?
- Be prepared for trolls: white-hat interaction design
- How can someone screw you up? How can you stop it or turn it to a positive?
- Don’t assume no one wants to take you down, there’s a reason this problem exists. Who benefits?
- Agile and fast-cycle research: can’t wait to release social impact projects, move quickly and test for impact
- Inform and provoke: show them the fear and lead them to hope (but don’t leave them hanging at pissed off or despair–if there isn’t hope, give a baseball bat instead)
- Check for understanding: emotional baggage that comes with the design can change how people react in inappropriate ways
- Demystify the system: What infrastructure is missing? Broker the middle ground.
Interaction Design Practice and 21st Century Work
Paul Pangaro
- Bill Gross TED talk - study of 200 startups, 42% of success depended on timing
- How to take advantage of timing? Need to align what we do and what the world allows us to do, be evolutionarily appropriate
- Differences in 21st century work
- Experiences, not products
- Services, not objects
- Moving information, not material
- Design for interaction: user experiences are enabled by systems of systems, e.g. ecosystems of internet of things
- Collaboration literacy: designers don’t make all the descisions, but it isn’t a production line either
- Code: need to know what a digital device can/can’t do
- Design for people: intent, goals, and the interactions to achieve them
- One can model emergent goals and means as they develop in the mind as conversation and negotiation (Pam’s note: he had what looked like an interesting model diagram, but I couldn’t really see it)
- Can model evolution of understanding over the course of using the system
- Bio-cost: time, cognitive effort, emotional effort
- Can graph over time, measure bio-cost area under curve
- Parts of bio-cost are inter-related, e.g. cognitive load is stressfull
- Understand choice and create new ones
- Everyone can be supported to design their own life
- Every choice is a constraint by the designer, let user participate and design their own experience–but then too much choice, chaos (Pam’s note: see morning keynote)
- Design conversation instead of team:
- Who is missing in this conversation?
- How can we make the conversation better?
- Did we answer the question, and who/what do we need to answer it better next time?
- Value is creating order out of disorder, lowering uncertainty, increasing clarity, decreasing risk, and descreasing bio-cost for business and users
- Difference between value and ethics: “do this” vs “I believe”
Keynote: Wicked Ambiguity
Jonathan Colman (@jcolman)
- Stephen King - “the shape under the sheet”–could be your body, could be anything
- fear creates ambiguity, makes us want to run away
- Designers of all kinds are united against ambiguity
- Abby Covert - “We make the unclear clear”
- We solve problems together or not at all
- Wicked problem: a problem so interconnected that you can’t even describe it
- Can’t solve because there’s no final solution, just temporary mitigations of constantly changing factors
- Wicked problems perpetuate themselves
- They hide in plain sight
- Solutions are unraveled by deeper, interconnected challenges
- They sap our will to try to fix them
- Ex.: London map of cholera outbreaks was not a wicked problem, had isolated factors and clear solutions
- vs Ebola outbreak: population spread, war, further exploration and spread, diminishing natural resources, etc.
- Ex.: Urban planning, gentrification increases gap between rich and poor while decreasing diversity; how do we make sure everyone has access to opportunity?
- Ex.: War on drugs has made little progress despite lots of money spent and people in prison
- Ex.: Designing for alien beings
- Joseph Littro: use Sahara as a billboard for passing aliens
- Charles Crow: use Martian deserts as a billboard to talk to Martians
- Drake equation–is there anyone there to talk to anyway? Somewhere between 0 and 36mil alien civilizations in the universe
- Carl Sagan: Voyager plaque and golden record–will aliens be able to decode and understand?
- Ex.: Warning for future generations of dangerous nuclear waste sites
- Needs to be stored for ~4 half lives–that’s 100k years for Plutonium, 2.8 trillion years for Uranium–what message can last that long? Colors, words, symbols lose their meaning over time
- Human Interference Task Force asked to create message that would, last 10k years, convey that this was a message from the distant past, convey that this place is dangerous and should be avoided, convey why it is dangerous
- There is no way to test the solution, and every scenario has week point
- Atomic priesthood to comunicate danger–religion is durable, but it can fall
- Global network of satellites–but these are vulnerable to meteors, etc.
- Special plants that grow in presence of radiation, messages encoded in their DNA–but what if destroyed, or the future loses the ability to decode the message
- Radiation cats engineered to glow in the presence of radiation
- Giant thorns to make the place look as dangerous and forbidding as possible–but could decay, or become tourist attraction
- Comics–but what if people read in the wrong direction
- Maybe solutions don’t need to last forever to be significant
- Wicked problems change us as we fight them, ignite our creativity, help us innovate
- Trying to solve them doesn’t require fearlessness, recognize and understand fears
- 5 ways to respond to wicked problems:
- Be open and direct, acknowledge presence of ambiguity, make sure you and partners agree on problems and intents
- Take rists: accountability shouldn’t deter, it should let people feel supported and secure enough to take risks
- Stop being perfect, there is no such thing and distracts from making things better
- Reward learning, failure increases understanding so don’t punish it
- Try, even if you don’t succeed