2. Convenience
If everyone is busy making
everything, how can anyone perfect
anything? We start to confuse
convenience with joy.
Source: http://www.youtube.com/watch?v=VpZmIiIXuZ0
Apple by Design, 2013
4. Convenience
Convenience such as
anytime access and speed
of recovery “was by far the
best predictor across all
information seeking.”
Source: http://www.oclc.org/content/dam/research/publications/library/2011/connaway-lisr.pdf
Dervin & Reinhard, 2006
5. The 1970s format wars
Sony: Betamax JVC: VHS Quasar: Great Time
Machine
Philips: Video 2000 Sanyo: V-Cord
Quality
Price
Content
Recording time
6. The 1970s format wars
The principle factor in the success
of VHS was how many times you
would need to change the tape.
Source: James Lardner, Fast Forward: Hollywood, the Japanese, and the VCR Wars, 1987
8. The age of desire
We’re getting close to a science fiction fantasy, where we believe we are
entitled to have everything we desire. This is a credo that’s taking over in
user interface design.
Source: http://books.google.com/ngrams/graph?content=desire+paths&year_start=1988&year_end=2008&corpus=15&smoothing=3&share=
9. A Flickr obession
A search on Flickr for “desire path” reveals the strange obsession
with unplanned paths across lawns and through the snow,
revealing routes of maximal convenience.
10. When convenience is in charge
But what happens when convenience is the only factor?
11. When convenience is in charge
Convenience alone leads to design of questionable value. In such
cases, the focus has typically been on only one type of
convenience, such as time-saving.
12. Convenience alone leads to dead ends
You don’t need anyone to tell you that these inventions are bad. Yet
it’s worth considering why. It’s all about affordance.
13. Taxonomy of convenience
Source: http://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=5956
Time saving/ buying
Effort saving
AppropriatenessPortability
Accessibility
Avoidance of
unpleasantness
Six categories of convenience (Yale & Venkatesh, 1986)
How enjoyable/creative is the time
spent? How valuable is the time
taken?
How much easier is a task, thanks
to a product or service?
How much does a product or
service fit a given need?
How much can a product or
service stop an activity feeling like
a chore?
How much a product or service
can be used wherever and
whenever a consumer wants
15. Affordance
The value of a well-designed object
is when it has such a rich set of
affordances that the people who
use it can do things with it that the
designer never imagined.
Source: http://www.youtube.com/watch?v=NK1Zb_5VxuM
Don Norman, 1994
17. Mobile
affordance
• Connection to leisure services
• Workplace and productivity
enhancements
• Connections to friends and
colleagues
• Notifications and active life
management
• News and current affairs
• Life-enhancing ideas and inspiration
• Public safety information
• Government and utility services
• Self-tracking and performance
monitoring
• Handiness and comfort
A non-complete list of the
things a well designed
mobile device should
afford.
18. Mobile versus
wearable
• All of the mobile affordances still
apply, but in addition:
• Invisible and instantaneous access
to information
• Audio and physical inputs and
outputs
• Instant switch between
public/network/private states
• Secret/subtle relationship with
information sources
Does changing the context
or definition help? What if
we talk about personal or
wearable computing
instead of mobile devices?
Do we think of different
affordances?
19. The affordance conclusion
We’re going more Not so much
Source: http://en.wikipedia.org/wiki/James_T._Kirk Source: http://whitemenwearinggoogleglass.tumblr.com/
21. What does it mean for comms
Most communications decisions are
still made using the paradigm of:
• mass media
• brand control
• bi-directional relationships
22. What does it mean for comms
We need are entering the age of peer
to peer relationships, which means:
• information flows fast, free
• the public does the talking
• communicators need a new
language
23. What it means for comms
Skills/knowledge
• Techniques for activating
peer to peer comms
through WOM and social
• Data and insights
• Development and design
• A/B test and learn
Impact
• Value-based
measurement
• Culture of risk
• Managing with less
control
• Structured for
responsiveness
24. The journey
What is the journey we need to go
on as clients and agencies?
Learn the
language
Practice the
skills
Test and be
ready to fail