How and Why We Need to Move to Open Source Ubiquitous Computing

Lately, I’ve been thinking about computing and the internet and how we all need to stop talking about Social Networking like it’s the new thing. The only thing that it’s good for is connecting people, which is inherently good, but isn’t really anything new. The days before the internet, people wrote letters, people sent telegrams, people did a lot of things that fulfilled the inherent need to connect with other people.

As a matter of fact, one could argue that western civillization and the expansion of the west in the 1800s were like an organic network of people and grew because of the relationships and monetary gain that happened to the people in one area of the country, who then told others, who wen west.

We need to move on from social networking and look at the actual real world environment that we currently live in and see how technology can be better suited to actually enhance our lives. Not just western civilization but the world at large. Social networking, games and such are all very good. With enough research, we can understand complex behavior of large groups of people. We have a large enough data set in the people online to actually make some very large sweeping guesses on interface design based on crowdsourcing. The Yahoo Design Pattern Library is attempting to make standardization across the web more commonplace, which will make the adoption of interfaces more widespread and intuitive to use.

We already know that people will buy smartphones and app driven devices like the Ipad in droves. This isn’t necessarily ubiquitous computing though. It’s usually a one way network. When you’re connecting to a network to access information. We need to somehow get to a place where we have ubiquitous, dumb, connectivity that’s almost as cheap as free. This way you can connect from anything, to anything. The only way we can get to ubiquitous computing is if hardware becomes so cheap that it can become embedded in things we can not think twice about recycling or throwing away.

I have a feeling that in the next 4 years, Google Android is going to take more and more market share from Blackberry and Apple. This will cause people to second guess the need to use enterprise-related software for business, as more and more people use things powered by open source technology. With standards in place spearheaded by open source consortiums of thousands of developers in different countries and ethnicities, we could see the rise of quicker and less buggy devices, that respond to stimulus from their users in a variety of different languages.

Add these open source advancements with benevolent companies giving a portion of their bottom line (e.g. Google) to the accounts of these open source consortiums and you lessen the barrier of entry for everyone. Encourage students to go back into programming and mathematics in school, and we will see a renaissance in programming interest in this country.

I think that moving into mobile applications and augmented reality is two steps away from actually attaining some sort of semblance to the term ubiquitous computing.   The last thing to actually usher in ubiquitous computing is the costs of microchips needs to come down to a point where we can embed them into objects and sell those objects as products.

I’m going to continue to write a couple more articles about the advantages of ubiquitous computing to society in the next month or so. In the meantime, see the below video:

Posted in Blog, Development, technology, The Human Element | Leave a comment

Contrail – Bicycle Community Tool

An Awesome Tool for chalklines and biking.

Posted in Blog, sports | Leave a comment

The Power of Design Thinking: A Review of Change By Design by Tim Brown

There’s a new sea change happening in the design community. I use the term design community loosely, because in the last 10 years, industrial design, graphic design, user interface design, user experience design, interior design and product design are all blendly into each other and morphing into a great mutated beast that is our collective industry.

Nowadays, you’re forced to work with a variety of different people. Gone are the days, (and really, it’s been this way in the commercial space for 30 some years.) where you design something in a vacuum. Instead of pitching to a client, and then having them love your tagline, you go directly to the moms who are buying the sugary cereals for little Johnny and Jenny. Market research and consumer research are the new thing.

Which is a great way to lead into the book I’m about to review.

While these ideas and concepts are not necessarily new to our industry, some industries have had to play catch up to the other ones who’ve been doing design thinking longer. This has happened because of the interdisciplinary nature of our industry almost out of necessity and pragmatism.

So, what the crunk IS Design Thinking?

Tim Brown, the CEO and President of IDEO, says that design thinking is about understanding constraints and then working within those constraints, adapting whatever it is that your designing to fit currently within the structure and environment in which that thing lives.

Well, what does THAT mean?

Esssentially, it means being flexible. Being humble and to have the strength and courage to change something, or throw something away that you’ve worked on, or telling the president of the company that that’s not going to work, and having the data to back up what your face is saying.

There’s three constraints that are highlighted in the first chapter of the book, to help frame up features on a product your designing, or a design element.

Imagine them on a triangle…. At each of the three points. They are Desireability, Viability, and Feasibilty. Within these three constraints most decisions can be mapped to and can be weighed out.

Well, now that you have your features, how do you go about getting a sense of what it is your doing?

The second part of this book, is helping the reader to understand the different ways  behind which to achieve insight into the person that you’re designing for. Traditionally this has taken shape in sterile environments with focus groups, incentivizing people to tell you what they think you want to hear, and ultimately not yielding a lot of results.

The counterpoint to this is to do what’s called Contextual Analysis, which is just a fancy word for hanging out and documenting how someone does a specific task. It typically can happen in a lab, but it’s usually more fruitful if done in the actual environment of the subject.

Another way of gaining insight about the people you’re designing for is through Empathy. Walk a mile in their shoes. Usually this happens with people if you’re desigining something for a friend or a loved one. For example, if my wife had diabetes, I may know very intimately how she feels about pricking her finger in public at work, or how she may feel if she needs to wear an insulin pump. This is because I know her very well.

Not saying that you need to marry everyone your designing something for, but you must be willing to get outside of the office and truly get to know someone to make some assumptions about them.

The book then moves into the area of designing and prototyping with the people you’re desining for right there. It went into paper prototyping and the need for fast iteration, before you get into development of something.

This is something that the field of industrial design has known for quite sometime, which is the main bread and butter of IDEO, which makes sense why the author places such a high value on it.

The book then goes from prototyping to acting things out with the person-your-designing-for. This gives your more of an understanding of their needs and helps facilitate a deeper connection with the person because you’re letting them into the process of design, and giving them the opportunity to design something for themselves.

A key fundamental statement of the book, is that people aren’t dumb. Everyone knows when something doesn’t work, and whne you work together to figure those things out before development rather than after, you drive your costs down, and ultimately make a better product.

PART II. What happens when you try to bring this into your organization?

The second half of this book explains the very real aspect of trying to bring in the practices of design thinking within your stuffy, bloated, huge, corporate environment and how to get buy-in from people to get them to understand the value of it.

I feel that a lot of what’s discussed in this section is more for upper management, to understand the concepts discussed previously. There are a lot of business cases and stories about where this type of thinking has been done successfully. While these are interesting if you’re trying to prove a point to other people in your business, if you don’t have the leverage or if it’s not necessarily within your job description to evangelize the tenants of a new method of thinking in business, you could probably stop reading the rest of the book altogether.

I found this second half to be entertaining, because I already see the value of design thinking. If you’re looking for business cases to prove the value of design thinking, then you’ll find a lot of gems in here.

While it may be valuable, another large part of the audience could pretty much stop there.

There are some charts in this book that i’ll be including later, when I have the time to do screengrabs and give them enough context to give them justice.

All in all, a pretty good book, that helps bridge the gap between business and design and helps both parties respect the design process more.

Posted in Blog, Book, business, Graphic Design, health care, technology, Writing | Leave a comment