Friday, February 13, 2009

Reading - Seamful Design

I like the idea of distinguishing "seamless" from "seamful." Due to technological limitation, delays and uncertainties are inevitable, especially in sensor-rich systems. But one important argument is that the designers should take the positive design approach - "allows seams to become a resource for users, rather than a system failing."

It is not to say that designing a "seamful" system is always better than a "seamless" system. I think the most important thing is to understand the nature and characteristics of the system, and use the best resources to design out the negative aspects that my exists and presented to the users.

Reading - Skateboarding and the Performative Critique of Architecture

I have seen skateboarders performing some extremely difficult movements on the street. I always thought that they perform on the street to get people's attention. However, I was amused when the author of this article states that skateboarders interpret the city in a different way by choosing the "left over" urban space to do their sport. I am not sure if this is really to "appropriate public space" or it's just to practice at some corner that won't been seen by the others.

However, it is interesting to think about how the urban spaces are viewed by different groups of people. For example, the same city "looks" and "feels" different from the eyes of it's dwellers than from the travelers. Because of the difference in each individual's relation to the city, the spaces are interpreted differently.

When I was reading this article, the Parkour came into my mind. Unlike skateboarders who explore the terrain of the city with a board, parkour practitioners use their body to move among the architectures in a very styled way.

Thursday, February 12, 2009

Mini Project - Object

Question
What is the social consequences of online interpersonal communications and social networking?

Problem
1. The communications through IM, blog, or social networking sites are not as immediate as traditional communication methods, such as telephone.
2. Not every one is online. Even the internet users are not necessarily doing social activities online.

Research
1. "Sense in Communication" by Dauglas Galbi
S
ense of presence in communication: face-to-face > telephone > IM/text based > social networking sites
2. "Generational Differences in Online Activities" by Pew Research Center
Teens and Generation Y find entertainment and social networks online. Older generations use the internet as a tool for research, shopping, and online banking.

Project Concept
Create an object that functions offline, and should be sustainable as a social tool which will stand the test of time.


Project Description
Be-In-Touch is a customizable cell phone reminder, which reminds people to get in touch with their contacts by making phone calls. Users can specify how long they want to keep in touch with each contact by modifying the "be-in-touch" length (in days) in the edit contact mode.

Target
The target group of this project is Generation Y (age 18 - 32). The reasons for this is that Gen Y has the highest percentage of population doing social activities online. Therefore, this group of people has the greatest need of this application.

Precedents
1. Facebook Birthday Reminder - same concept of giving people an opportunity to get in touch with their friends/families by reminding them to do so.
2. Cell phone Event Calendar Reminder - same technology
3. Pictogram - use simple graphics to represent the idea --> important in designing user interface

User Scenario
1. specify the "be-in-touch" length (in days) in the contact list
2. cell phone alerts when when user do not contact that person in the specified days

Prototype

main screen



















in contact list



















in edit contact mode



















done adding the function



















the alert screen



















the reminder



















Click here to view full Presentation in PDF