Insights 2.06

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Insights 2.06

Design:

 

Making Technology Work for Us: 

 

Seen/Unseen: 

 

Automatons: 

 

Behavior:

 

Add/Subtract: 

  • 3D printer company Desktop Metal has announced some software called Live Parts that looks a lot like topology optimization but makes some claims of greater functionality and value. An early version of the program will be available to SolidWorks users as of today. Even if it only matches similar topology optimization software, making that kind of technology widely available increases the opportunities for engineers to begin implementing those techniques, and for more direct printed parts to find their way into real world products and applications. 

 

Material Culture:

 

More next week. 

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Insights 1.29

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Insights 1.29

Design:

  • When objects or devices are designed to work for a full spectrum of ability, they tend to work better for everyone. This is not a new idea, but it's underapprecatiated and underapplied in most design processes. The perfectly healthy and athletic body that many teams imagine when developing their product is just that: an imaginary being divorced from the reality of life. Whether it's an injury, the impact of aging, illness or something else, an individual's level of ability, dexterity, and strength varies throughout life, and from person to person. The more we design with the full range of factors in mind, the better life gets for all of us. 

 

Body/Image: 

  • David Rose and IDEO on gesture being a primary interface of the future due to falling cost and rising capabilities of spatial sensors. There are some good examples given of instances where gesture is more convenient than voice or tangible interfaces like buttons, it's hard to overlook that spatial sensors used as an always-on interface would greatly increase privacy risks and concerns with their capability to detect exact body position and movement. Along with the complexities of correctly interpreting culturally disparate meanings for the same gestures, body motion based interfaces are likely to continue more as novelty than day-to-day interaction method. 

 

Data Logging: 

  • The data that follows in the wake of our collective actions is sometimes referred to as digital exhaust, a semi-transparent haze of particles in motion. In the case of exercise-tracking app Strava, the company used those particles to develop some beautiful visualizations in the form of heat maps marking exercise activity all over the globe. Upon closer examination however, those heat maps seem to reveal secret military bases, unceremoniously exposing data that governments have spent copious amounts of time and money to protect. 

 

Machines for Moving: 

 

 Material Culture:

 

More next week. 

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Insights 1.21

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Insights 1.21

Design:

  • People seem to be really excited about Nintendo's latest product combining cardboard constructions and digital gaming. The low-tech charm of cardboard is powerful because it is simple, and in its simplicity, evocative. It's similar to the point Scott McCloud makes of abstraction being more relatable than realism. Imagination allows people to tune experiences exactly to their own aesthetic desires and narrative interests, but as an element of design or UX it's largely ignored by companies. The typical business preference favors tightly controlling experiences to protect brand sentiment and expectations, rather than enabling customers to invent and alter on their own. Maybe because Nintendo has been in operation since 1889, they have a better sense for just when to use imaginative blank space instead of pure technological power, whether the format is computer screens or cardboard.
     

Body/Image: 

 

Work-Life: 

 

Up in the Air: 

 

 Behavior:

  • A smart review of Divining Desire: Focus Groups and the Culture of Consultation from The New Inquiry. Among other things the book highlights how some of the most famous 'focus group gone wrong' stories are actually erroneous tales: in truth (in the cases of New Coke and Edsel cars) executives ignored the collective voices and fell into product failures as a result. Focus groups are certainly flawed as a research technique (people make different decisions privately than among peers or strangers, getting representative samples is difficult, etc.) but the larger takeaway is that research best practices require real listening. Today's research trend of 'user personas' faces similar issues arising from sloppy execution. Done right, personas help guide development, translating behavioral research from noisy data to clearly addressable needs and wants. Done poorly (which unfortunately is usually the case), personas boil whole populations down into crude fabrications, leading to biases reflected in design, engineering, and messaging choices. 

 

More next week. 

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