Don’t forget me

Basic Input Output System 

Collaborative User Interfaces  

A few days ago I was asking my social networks if there's a specific term for "user interfaces assisting human-to-human interaction — in a sense of eg. group learning, (cardboard) game play, reading books to kids, doctor vs. patient, salesperson vs. customer ..."? I was actually looking for a technical term a la GUI, TUI or NUI or such …

So far, I have no concrete indication for a field like that, already being explicitely labeled eg. CUI (Collaborative User Interfaces) – because a first thought was it must be something with "collaborative" (which was confirmed by my friend Sonja in my Facebook thread). The only thing I'm missing in this is that it is too generic, or too open-ended. In a way, things like Facebook are also collaborative user interfaces, though interaction between people is mostly virtual (although it might lead to real-world interaction, but in best case, Facebook in its current form then doesn't make an appearance anymore ;-).

I found one paper that talks about "synchronous collaborative user interfaces", which is indeed longer, but also more to the point. Although "synchronous" could still refer to Facebook – at least if you're online together with some friends, doing a lot of wall-to-wall posting or chatting – it still refers more to a group of 2 or more people, sharing the same real-world location at the same time.

If you're stumbling across something related or have some thoughts around the topic, please let me know. We're currently researching and developing in this field as we're confident that there's a lot of room and perspective for ideas with all these new mobile devices such as smartphones and mainly tablets (here are some thoughts on the iPad as a shared device). And of course there's plenty of open ground on the horizon if you think beyond today's devices and screens (huge immersive multi-touch screens are quite appealing, though ;-) – interaction involving tactile everyday objects, things that are becoming intelligent with added sensors and microchips. When computing is finally becoming ubiquitous, when digital is seamlessly woven into the real-world.

Think of interfaces that are actively assisting any form of collaboration between at least two people in a face to face constellation. Think of that interface not being too immersive to distract your counterpart away from you (or both altogether), but instead enhance your face to face interaction, help you fulfill the task you're currently into together.

Update: Moritz has pointed me to an academic field called computer supported cooperative work (CSCW) that is being researched since 1984. According to the Wikipedia entry, CSCW "addresses how collaborative activities and their coordination can be supported by means of computer systems" – which describes pretty well what I was looking for. I find the title a bit too cryptical and dated though, but really great to see there's a lot to read about. Now it's time to find – and work on some good examples.

On the Wikipedia page for CSCW there's a graphic called "CSCW Matrix". The aspects that I find most interesting about it are the ones in the upper left – face to face interactions, same place (colocated), same time (synchronous). When talking about a device such as the iPad for that purpose, that might be "single display groupware":

The CSCW Matrix from Wikipeda

Here are two academic papers I found touching the topic of "collaborative user interfaces" in the broadest sense:

Model-based development of synchronous collaborative user interfaces (PDF)

This paper undertakes with collaborative software development taking into account requirements emerged from recent progress in technologies relevant to networks and computing devices. Considering this technological breakthrough, especially under the light of the consequently sharply growing online virtual communities, we can deduce that a new substance is given to the software supporting collaborative practices for multiple environments. In such cases, one important aspect to consider is the user interfaces (UIs) design supporting group work appropriately. The results today offer a rich insight to the desired groupware functionality and the features devised to facilitate such functionality (i.e., replication models, object sharing, floor control, etc). On the other hand, very little is known about their capability to facilitate generation of multi-user interfaces to groupware applications. With the advent of model-based user interface engineering, which signifies a move towards transformation-based approaches to generating the user interface, one challenge is bridging across these two perspectives. The current work seeks to contribute to this goal by identifying the type of models needed to capture collaborative behavior in synchronous multiple user interface settings as well as generating the collaborative user interface by making use of suitable platform-oriented architectural models.

Designing Collaborative User Interfaces for Ubiquitous Applications Using CIAM: The AULA Case Study (PDF)

Abstract: In this article we explain how we apply the CIAM methodology based on the CIAN notation in order to generate user interfaces in collaborative applications. CIAM has been applied successfully in the development of desktop applications, such as Domosim-TPC, demonstrating its effectiveness in the definition of user interfaces for collaborative applications where a shared context is required. We present the AULA system modeled by means of CIAM. The results in the application of this Methodology show the necessity to include those aspects closely related with context modeling and the synchronization of contents; that is why we make an outline of the way to take into account these characteristics as a future work.

 

 

 

 

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Persuasive Design  

Some time ago I wrote a posting called Strategies for "digital self-control"?, giving "some general examples of where I think a certain concept or feature of a digital environment is – by design – having a profound impact on the user's perception and behaviour". Without mentioning the notion once, what I was surely (and unconsciously) hinting to was the idea of persuasive design.

It apparently took me two years and meeting the author in person to find out about these two stunning presentations around the topic. Make sure to watch them both – 246 slides, all worth your clicks:

And then, yesterday I stumbled across a great article entitled Designing a persuasive video game. Please read it. Now.

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Urban mobility through rent-a-bike ubiquity  

StadtRAD Hamburg
Photo by Yukino Miyazawa

I just came back from using Stadtrad Hamburg the first time. It's a pretty new rent-a-bike service here in Hamburg, offering around 1000 bikes at currently 71 stations all over town. There are a dozen bikes per station and anyone can instantly rent a bike with a  touchscreen terminal, calling a number or using your smartphone instead.

It is a good example for connecting a digital service to the real world. No advanced techno-magic, no circumstantial visit-our-website-and-print-out-your-data disillusion – it's just there and works. There's an iPhone app you can download for free (I'm sure there's also something available for other platforms), enter your credentials once and then handle the full process of renting a bike. It tells you where the next station is, how many bikes are available and let's you unlock a bicycle of your choice on location by providing you with a 4 digit pin code you only need to enter into a tiny touchscreen that is mounted on the bike.

When I first heard about the service, I was a bit sceptical – I guess we're just used to find a catch in such things. But today I'm quite excited about a few aspects they have done just right for an urban mobility offering:

  1. It's quite simple and can be used instantly (you pay €5 for registering, getting cleared with your first bill).
  2. There are plenty of stations and bikes available all over the city. You can go pretty much from anywhere to everywhere, it's very likely a station is nearby and they're planning to extend this ubiquity even more over time.
  3. The first 30 minutes are free of charge.
  4. You can rent two bikes at the same time, so you can always take a friend on your ride with you.

It is also a good example for a service, or product being an advertising campaign itself. You can see the stations and bikes pretty much everywhere and you hear a lot of satisfied customers as well as good press, so there's effective word-of-mouth recommendation going on. Which in turn casts a pretty good light on the Hamburg senate and even their operational partner Deutsche Bahn, the German railway carrier, a brand that is not very liked among customers.

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Sauvignon Blanc  

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Our new room – work in progress  

We're currently working on a new room in our studio. Here are some work in progress photos.

     
Click here to download:
Our_new_room_work_in_progress.zip (3142 KB)

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Wood Tech Toys  

Via Ohdeedoh.

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The Real Life Social Network  

   
Click here to download:
The_Real_Life_Social_Network.zip (1868 KB)

These slides are taken from this compelling presentation by Paul Adams, a Senior User Experience Researcher at Google. Within user research, they let people map their real life social network with post-its and this is how this could look like.

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Hulu Plus – Watching TV across multiple screens  

You can start watching a show on your HDTV one night, pick up where you left off on your laptop at lunch, watch another chunk on the bus ride home on your iPhone, and finish watching in bed on your iPad. The time to watch your favorite shows is any time you want.

… and hopefully anywhere you want soon!

More information in the Hulu Blog.

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Email Diet (reprise)  

This post is related to Johannes' Email Diet, please read it first.

Since quite some time I was looking for a better system for treating my email. I'm not too much into dogmatic sounding solutions – zero inbox or checking your mail only three times a day. But when talking to Johannes, his current approach appealed to me. It doesn't air this obnoxious kind of religious cure for your digital everyday life. It feels like a pretty hands-on remix of all kinds of clever productivity philosophies you can find all over the web nowadays. And it inspired me to adapt, change a few variables here and there to make it fit better to what I'd like to achieve.

So what I'm currently doing with my email (using Mac OS X's mail.app, by the way) is that I'm also trying to keep my inbox clean by immediately erasing a lot of mails, or moving the relevant and important ones to specific folders. What I have is:

— ACTION (messages that include tasks, such as responding)
— ARCHIVE (all read messages worth not being deleted)
— PRINT (messages containing invoices we need on paper)
— SPAM (less voluntarily)

While doing research for a project, I was trying several alternative email solutions to get a feeling of what exists beyond my personal patterns. What I liked a lot was the idea of an Archive, or All Mail as it is called in Gmail. A place where all read messages could go – out of sight, but still inside the index so you can always go back to them if needed. This feature also exists in Postbox, an email client worth checking out (though I just can't get comfortable enough with it to let it replace Apple's Mail).

Something I also like about Google Mail is keyboard shortcuts. And in Postbox, you can also customize quite a few (I experimented with assigning favorite topics to messages with very simple key strokes – so eg. just typing "n" with a message selected could add a topic called Newsletter). So I was looking for a solution to combine my newly created folder structure (see above) with the comfort of keyboard shortcuts and I found very valuable information here. So now, I can just select a message, hit ctrl+a, and it is beeing moved to my ARCHIVE folder. I added some extra flavor to the shortcut for the ACTION folder: whenever I hit ctrl+y for a message, it is not only being moved to the ACTION folder, but its read status is also being set back to unread. This is something that Johannes brought up after using his system for while because it makes sense to add some sort of reminder that there's something waiting to be done.

So I'm currently on email diet. But that's not all, here's a list of things I have also done to reduce distraction. Note that it's not at all about getting rid of everything without clear necessity and purpose – I totally love scattering my mind and learning new things from a broad spectrum of sources. It's rather about channeling and scheduling things better. Which actually let's you enjoy both things more: focus and disctraction. Everything has its favorable moments.

  • I turned off auto checking of emails – on my laptop, but also on mobile devices. If i get a notification, I can't resist to check it out, so I need to get rid of them. There's nothing more disappointing than getting a new mail notification while you're on the go, pull out your phone and it's just an email that is 100x less relevant and interesting than anything else you currently do.
  • I turned off all other sorts of notifications on a system level on my iPhone, including push notifications. It might be that I'll find some kind of use to turn something back on at some time, but right now all these things like Foursquare check-ins, Facebook comments/messages or breaking news are just not important enough to interrupt me. And what's really interesting: I'm not missing anything at all. As soon as there's nothing that reminds you all the time, there's nothing that lacks you. And when I got some spare time, waiting for the bus or whatever, I can just open respective apps or websites and enjoy them in full effect.
  • I turned off most auto posting features – things like writing a blog post here, which is then automatically being pushed to whatever channels. That's what I dislike most about Posterous (apart from no auto save feature for the web-based editor): the Autopost everywhere feature is opt-out, so I have to go to the post options everytime I write something to manually turn it off. The more people are treating these things unconsiderate, the more you read the exact same bit of information several times (take Twitter automatically being pushed to Facebook, for example). Sure, we need better digital communication tools that are able to smartly filter out redundant information, but for the time being, everybody should try to actively keep their communications space tidy.
  • I'm not using Foursquare anymore. Which actually wasn't a conscious decision, I just stopped using it at some point. The game aspects of the service feel worn-out by now and it really never happened to me that I met a certain person in real-life due to a Foursquare connection of check-in. And in place where I checked in, there never was any kind of reward for being the major or whatever (I saw ads for nearby places where I could get a freed drink or anything, but in both cases these promoted places just sucked and I would never visit them anyway). But this is an aspect of the whole location based services idea that I find interesting, though: the potential of connecting digital services to real-world scenarios. As soon as these services are more mature and more wide spread – mainly among local businesses – they might become very useful. There's an interesting article about this topic by the way: Why We Check In: The Reasons People Use Location-Based Social Networks.

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Are you afraid of heights, too?  

Here's some footage for your worst nightmares:

Sidenote: In this context I learned there's something like Infinity Edge Pools, with its own page on Wikipedia.

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