Wednesday, September 27, 2006
I love Bloomington
That little inexplicable spring in my step was immediately explained yesterday by a broadcast on WFIU radio, where it was revealed to me that - hold on to your spandex - Bloomington is not only my current home, but also the birthplace of David Lee Roth - the reigning King of high culture. Yep, read it and weep, Boston - you with your pitiful little Emersons, Poes, Morses, Franklins, Fiedlers and Adamses. I'm living in the eden that birthed the genius behind consummate American ballads like "Jump", "Hot for Teacher" and "Bad Habits." I'm breathing the same air that fueled a generational spandex conflagration.
Monday, September 25, 2006
HCI/d and NPD - Acronyms Ahoy!
What does an MBA-trained NPD person see when they look at a potential product? Where we as HCI/d professionals are trained in and tasked with understanding the user, the NPD professional (take for instance a product manager who is tasked with getting a quality product out the door) is trained in and tasked with understanding the financial, legal and logistical issues that make it possible (or not) to launch a quality product to these same users, but to still maintain legal compliance, company strategic objectives, product schedules and to still at the end of the day to return some money to the stockholders whose money is funding the entire endeavor.
For the HCI/d professional, it is important to understand the current NPD thinking for a few reasons:
1. In our current economy, unless you are designing a product only for your close circle of friends or for opensource distribution, product design is usually part of a larger, fairly standard business process. If we as HCI/d designers are not aware of this larger process, we risk designing amazing solutions that cannot make it to market where they can actually be a benefit to real users.
2. One of the struggles that has always faced NPD teams is innovation. Right now we are in a time of unprecedented online user participation. Wikis, Social Networking, Consumer Reviews, etc. etc. Since consumers are now becoming socialized to participate in an online context, HCI/d designers may be just the people to develop effective ways for lots of users to participate in product innovation. In the NPD literature, this has been written about in the last few years, but not done very well to this point. I'm currently reading Eric Von Hippel's book Democratizing Innovation - available for free online under a creative commons license, which takes a broad societal look at this idea. I think the HCI/d community can take a lead in this area if we step back a bit and think about the computer imaginative-(pdf download) idea that one very good way to bring thousands of people together to foster innovation may be through the Internet.
3. As HCI/d pracitioners, we can gain some valuable insights from the ways that business people get things done. There are always tradeoffs between idealism and pragmatism in any process. In my experience, excellent pragmatism is what makes good MBA grads into a great business leaders. This sort of pragmatism is absolutely necessary in business, since there is usually hard empirical accountability for one's actions. The excellent pragmatist is expert in efficiently considering many factors and making smart decisions that have positive outcomes.
4. As designers, we can bring new ideas - especially in the area of customer interactions - into this process that can perhaps foster breakthrough product developments, rather than just incremental ones. In an article entitled New Product Development as a Complex Adaptive System of Decisions this month's issue of the Journal of Product Innovation Management, Ian P. McCarthy, Christos Tsinopoulos, Peter Allen, and Christen Rose-Anderssen introduce a complex adaptive system that, in their words:
..develops and presents propositions that predict how the configuration and organization of NPD decision-making agents will influence the potential for three mutually dependent CAS phenomena: nonlinearity, selforganization, and emergence. (from the abstract)
it also
..takes into account considers individual NPD processes to be capable of switching or toggling between different behaviors—linear to chaotic—to produce corresponding
innovation outputs that range from incremental to radical in accord with market expectations. (also from the abstract)
I am still working through the article, but what the publication of this article represents is a willingness of the field of NPD - and perhaps an eagerness on its part - to find new ways of stepping out of its linear, deterministic roots and into more organic means to understand and to improve New Product Development. I have seen similar shifts in the thinking of business strategy experts, who are even looking back at some older ideas like Stafford Beer's Viable System Model. At the IU School of Informatics, recent collaborations between the Complex Systems and HCI/d folks have shown a great deal of promise in the design of music recommendation systems, analysis of social networking, identification of shortcomings in traditional HCI in predicting large-scale computer-facilitated emergent user interactions, and other areas. Perhaps NPD will be another place we can help.
I'm still in the early stages of understanding the codified field of NPD. More to come in the near future.
Thursday, September 21, 2006
Status Skills
"those skills that consumers are mastering to make the most of those same goods and services, bringing them status by being good at something, and the story telling that comes with it."
The idea works like this:
1. Sell a consumer a product
2. Educate them on how to use the product (Give them Skills)
3. Offer further monetized education on how to use the product (Give them More Skills)
4. Create superusers of the product
5. Make the superusers the superstars in the user community (Give them Status)
6. (they allude to this but don't develop it very far) Allow the superusers to help you improve the product (Use their Skills)
I think it's brilliant if it's not exploited by companies for evil - and this whole movement is starting to get companies thinking about the fact that inviting consumers inside of the "castle walls" has the multi-positive result of a) creating greater customer loyalty, b) generating more word-of-mouth referrals, and c) gaining more valuable customer insights.
Since most of the companies referred to in these reports have thousands or millions of customers, this is an area where Informatics can provide a lot of guidance. One company that is already having success in this area is Powered.
Monday, September 18, 2006
On the Fly Wiki
Friday, September 15, 2006
Marketing as HCI/d?
The field of what i would call business-consumer relations has undergone some fairly large paradigm shifts over the last thousand-or-so years. To be clear, business-consumer relations, in my mind, includes fields otherwise known as product development, sales, marketing, pricing, customer relationship management, and a few others. Some of the major shifts within this area have occured along the lines of consumer knowledge, participation and entitlement.
1000 A.D. (private, local economies)
- consumer knowledge of the product and of the business: HIGH - the vendor was often also the manufacturer, and the product was simple enough to understand (quality, design) immediately
- consumer participation: HIGH - consumers were involved with the vendor/manufacturer personally, since they probably knew them as neighbors
- entitlement: HIGH - if the product was defective, the vendor would see the customer around town daily. in addition, bad word-of-mouth would spread rapidly
- consumer knowledge of the product and of the business: LOW - products became more complex as did the businesses that produced them. the distance between business increased
- consumer participation: LOW - consumers were no longer involved with the businessowner personally, and became mere consumers
- entitlement: LOW - businesses held most of the power. in addition to labor being subject to industry's whims, so was the consumer
- consumer knowledge of the product and of the business: MEDIUM - the rise of Ralph Nader and Consumer reports helped to create educated consumers, now aware of the "man behind the curtain"
- consumer participation: MEDIUM - consumers began to band together and "participate" in business by forming buying blocks, demanding safety standards, ethical business practices
- entitlement: MEDIUM - consumers began to demand that businesses respect the consumer
- consumer knowledge of the product and of the business: HIGH - massive internet information from both professional and amateur sources provides everyone with information about business practices and products
- consumer participation: MEDIUM - businesses are now trying to find ways to actively involve consumers in the business, pursuing new methods such as WOM (word of mouth marketing), ECC (experience co-creation) and various other sundry acronyms
- entitlement: HIGH -consumers have been mistreated and mislead for a long time, and they are now empowered by information and massive interconnectivity to demand good treatment from companies
It is clear that we're living in an age of historically peculiar traits with respect to consumers and businesses. These include
- massive consumer interconnectivity
- massive amounts of publicly, instantly available information
- massive consumer publication and participation
Wednesday, September 13, 2006
Marketing As Seduction
I have been doing some recent exploration into the attitudes and practices of businesses, and have found some interesting things going on:
Marketing as Conquests
For many years now, product development and to a greater extent marketing (these are fundamentally part of the same function, though they have been "siloized" in recent years) has gotten a bad rap as a coercive art, designed to create a need in the consumer that they didn't have before - to get them to buy something that they wouldn't have otherwise. To be fair to the general public, this is mostly true. One way to get at the underlying philosophy of a discipline is to analyze the vocabulary of its discourse. Sit in on a product development or marketing meeting, and you'll hear words like "targeting", "campaign", "segmentation", "launch", "positioning", "attrition". The last time i checked, these words have a longer history in military conquest than they do in the production of goods and services. Rome mounted many campaigns, all of which targeted, just about anyone in their way, with the goal of furthering the interests of his country. They never claimed to be fully customer-centered in their approach, except for the thinly-veiled claims that they were bringing order and infrastructure to the people they conquered.
The Dissonance
In many recent interviews with successful small and large business owners, i have seen a distinct dissonance between their vocabulary and tactics (there's another one of those words). Most all have spoken of their customers in fond terms, citing that they feel indebted to them, and that they honestly desire to make them happy. Despite these feelings, business owners strain within an inherited system that still sees the business and the consumer in an adversarial, almost martial relationship. It's a system they've inherited which has told them for decades that the best way to grow a business is to squeeze as much revenue per customer as possible, and that non-monetary value only goes one way - created by the company and given to the customer in the form of a good or service.
This sort of dissonance would certainly occur in the case of a wide-eyed suitor, madly in love with a beautiful woman, who was forced to act on the only source of romantic advice he could find - from the mouth of his good friend Ghengis Khan.
"You say you love her? Yes, this is good. Acquiring her will be easy. Find where she lives, then ride as fast as you can around the Great Wall of her defenses (drinking your horse's blood to get there faster). It will surprise and delight her that you have showed up unexpectedly, sneaking in through the back window of her house. Once inside, if you have correctly targeted her, she will be yours. While you are there, ask if she will refer you to a friend. Then take her back to your stronghold. She will feel pleased and popular since she is your 100th wife, and you will know this by giving her a satisfaction survey."
The Future?
In some sense, the current product development/marketing methodology (exaggerated a bit here for rhetorical fun and impact) is similar to that provided by Ghengis. The business owners i've been talking to have learned through decades of practice that the customer should be treated like a target, though they personally feel otherwise. Currently though, there is no good alternative system. Up until recently, this has sustained business, but with the advent of highly informed, connected customers who sometimes know more about a business than does their owner, old assumptions are being questioned, and business owners are wondering if there is a new methodology out there to guide their practice.
Thursday, September 07, 2006
Information Filters
Since 1997, we have entered a new era of information filtering, where terms such as "folksonomy" and "wiki" suggest that the effects of mass human filtering is greater than the sum of its parts. Mathematicians and complexity theorists seem to suggest that it is the structure of these systems that is importantly causal in this sort of filtering - what seems to me to be a highly empirical/structuralist myth. Humanists seem to suggest that it is the intention of the actors of these systems that render these emergent interactions effective - the self-corrective mechanisms arising out of the statistically significant goodness of the majority of writers of wikipedia.
These are of course myths we're devising to explain a far more complex system than we can understand at the moment. I wonder what myths will supercede them?
Flash Debugging (code everywhere)
In this problem, when running a movie, error messages were appearing as follows:
**Error** Scene=Scene 1, layer=button, frame=50:Line 1: Mouse events are permitted only for button instances on (press) {
Here is the way to diagnose such problems in Flash. The first step is to look closely at the error message:
**Error** Scene=Scene 1, layer=button, frame=50:Line 1: Mouse events are permitted only for button instances on (press) {
This tells us a lot. The first thing, is that we're reasonably sure that the problem here is on frame 50, line 1. So the first thing to do is to look at the code on frame 50. There we find two keyframes with code in it. The second one has the same code included in the error message:
on (press) { gotoAndPlay (10);}
Now, the error message says that "Mouse events are permitted only for button instances". But this code is on a frame. Here is the problem. Looking a little closer, we see that the event "on(press)" logically would be hard to apply to a frame, since there is nothing to press. So we can then take the code out and see if the error still exists. In this case, the error goes away, and the problem is solved. You actually had redundant code both on the timeline AND on the button in frame 50.
The overall thing to be careful in Flash is code in places where you don't want it. Flash allows you to put code on movieClips, timelines, and other places where certain types of code will not work. Therefore be careful. Best practice is to put ALL of your code on one layer in the timeline, and create event handlers that refer to clips on the stage. i.e., for a button with the instance name "myButton" on the stage, the code would be
myButton_mc.onPress = function () {
trace ("onPress called");
//put the code here to effect change in the movie
};
The error messages from the Flash IDE are generally fairly easy to follow, and can be used to logically deduce the problem. The first step is therefore to look closely and to see what it is telling you. The next step is to take a deep breath. Third, use the "trace" function liberally to try and get at the problem. Trace is your friend.