intuity.de

New project online: Navitainment for Daimler Benz

Daimler Online Navitanment

We’re very lucky being able to work on strategic research projects together with our customers. However these circumstances often put us in a position where it’s not possible to share our designs, outcomes and findings with the rest of the world. But sometimes we can. That’s exactly what happened to a project we did back in 2007 for Mercedes Benz.

A new Navigation Experience for Daimler AG

Inspired by the concept of flight shows we set out to design a new navigation and entertainment experience especially for Mercedes Benz passengers sitting on the backseat. The concept integrates online and offline content in a smart way as an ambient flow of information you can choose to follow or just ignore. You are also able to interact with the system to find out more about your journey and points of interest along your route. Thus, the concept is merging navigation and (rear)seat entertainment.
During concept development, we have been documenting parts of our vision as a short video, created in collaboration with our motion design partners at Studio Soi.

Enough of words! More on the project can be found on our corporate website. We’re curious to get some feedback.

Multitasking is evil – Leaving the desktop metaphore behind…

multitasking_is_evil_intro

Due to lots of interesting stuff to do and heavy multitasking I haven’t had the time recently to sit down and write. But thankx to an application called OmmWriter I managed to escape the evil world of multitasking and to write this little article here exactly about this topic. These are my thoughts on multitaksing, simplification and their relationship to Apple’s latest product.

1. People complaining

Reading through the Future Shock article by Fraser Spiers I started asking myself why people are complaining about the lack of multitasking on the iPad? I have to admit that I’ve been running with this pack. But after living on an Android Phone for about a year now, after using Single-Task-Oriented Software like WriteRoom, Ommwriter, etc. I changed my mind. So maybe the lack of multitasking is one of the most brilliant features of the iPad.

2. A little bit of history

For years we’ve been complaining about the desktop metaphore (multiple windows, folder based file system, task bar, add crazy stuff here) and
how hard it is for ‘normal’ people to understand. These symbols and metaphors might have been important in the early days of computing but the world has changed a bit since then.

I remember reading the book Interface Culture by Steven Johnson back in 1999 where he actually talked about the same topic: Why are we still bound
to folders and the desktop? Most kids don’t even know what a folder is. But it seemed like the computer industry didn’t have the guts to get rid of it, to get rid of complexity, to get rid of features. For years we’ve been ‘oppressed’ by managing multiple tasks and windows simultainiously. Now we’ve been given the chance to leave that behind. And how do we react? We complain about it.

3. How Apple managed to leave the desktop behind

Apple has managed to do an incredible thing. We’ve constantly been pushed away from the desktop without noticing it. Starting for example with applications like iPhoto. It lets us forget about the file system and helps us to organize photos in a human way. Similar things happened to music and the iPod. The next important step was the rollout of a phone with a Single-Task-Oriented Interface which introduced  the idea of this kind of ‘reduced’ environment (based on small widgets/apps). Now this ecosystem is being expanded to the iPad. I’m not saying that this is the most revolutionary product ever. But it’s a another step in a constant move of innovation and simplification. A move away from multitasking, away from the desktop.

Desktop vs. Widget

“Write programs that do one thing and do it well. Write programs to work together.”
- The Unix Philosophy (via mnmal)

Let’s sum this up and get outta here…

So I guess this in a important step for people getting back the control over technology. It’s about giving people less options but more control over their lifes.

Generative Gestaltung – Book Release

I am very proud to announce the latest book of our two Intuity fellows Benedikt Groß and Hartmut Bohnacker. Besides of the great approach to generative design and step by step instructions for coding – This is one of the most beautiful books I have seen for a long time.

– Markus

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The term Generative Design describes a design method which is implemented in various design fields (Art, Architecture, Communication Design, Product Design). Thereby the most essential is that the output – image, sound, architectural models, animation – is generated by a set of rules or an algorithm.

A book focused on the designer’s point of view

About 2,5 years ago Julia Laub and me got together as we were thrilled by the possibilities of this domain. We decided to use our Diploma (Generative Systems) to dive into its essentials and its underlying algorithms. A year later Hartmut Bohnacker and Claudius Lazzeroni teamed up and with the help of Verlag Hermann Schmidt we were finally able to share our thoughts and findings with the rest of the world in form of a book. »Generative Gestaltung« tries to focus especially on the designer’s point of view: the creation of images and visualisations by using code.

Visualizing ideas by using code

Image are no longer created manually but through a visual idea which is translated into rules and then implemented in a programming language in the form of source code. The result is a piece of software which hopefully creates the desired images or even permutations. To cut a long story short: design is created by coding software instead of using software. Sounds a bit abstract, hu? So what can actually be done with? Here a few possible fields of application and a related best practice examples.

  • Information Visualisations: Eigenfactor
    Eigenfactor is a interactive visualizations to explore citation patterns between scientific journals. The goal is “to map the structure of science”.
  • Corporate Design: COP15
    Generative identity for COP15 the United Nations Climate Change Conference held in Copenhagen in 2009. The logo Consists of 192 lines, one pr. member of the United Nations, conceiving the concept of “a world in continuous dynamic chaos unifying to the ideal constellation – a state of perfect balance”.
  • Art & Photography: extracts of local distance
    Existing architectural photography are merged into multilayered shapes. The resulting collages introduce a third abstract point of view next to the original ones of architect and photographer.
  • Rapid Prototyping / Fabbing / Fabrication: Reflection
    Reflection is a CNC-milled sound data sculpture, inspired by a musical piece by Frans de Waard.

… etc, there are a lot more, but i hope you see the potential.

Transforming signals and noise into information and knowledge

My motivation (as one of the authors of »Generative Gestaltung«) was to provide a solid foundation for others on how this modified design process can be used. Or in other words to empower people to do projects like the ones above.

Because still a lot of designers think that coding is geeky and complicated stuff. But in my opinion it’s a powerful tool that fuels creative solutions and will help us to solve future problems. Generative Design will become more and more important in order to turn the growing numbers of signals and noise into useful information and knowledge.

A foundation to build upon

Last but not least you can get the complete source code as we’ve made it available under an Open Source License. You can grab them from the website that supports the book. We would be glad if you let us know of your experiments, ideas and explorations that might arise from our little seeds.

Generative Gestaltung
Designing, Programming, Visualizing with processing
Hartmut Bohnacker, Benedikt Groß, Julia Laub, Claudius Lazzeroni (Ed.)
publishes by Verlag Hermann Schmidt Mainz
ISBN 978-3-87439-759-9
www.generative-gestaltung.de

http://www.vimeo.com/9273490

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Intuity is Hardware Hacking No.4 – Creating new Tools

Prototyping is sometimes a fiddly thing. For example getting data from Arduino into AS3 usually turns into a real odyssee hence Flash cannot do serial connections due to security restrictions.

Up to now, there are three steps to make Arduino talk to Flash: After sending the data from Arduino to a serial port (1) you need to use a serial socket proxy to send it to a network port (2). In AS3 you finally have to use a socket library to parse the data (3).
(see: http://www.arduino.cc/playground/Interfacing/Flash)

How easy would it be if you received simple to handle keyboardEvents from a prototyped input device without destroying a USB keyboard to get some wires in…

http://www.vimeo.com/9065060

1. What we’ve done
We tought our Arduino boards to swindle! They pretend to be USB Keyboards now. For rapid prototyping we produced a series of brutally simple and easy to use Arduino shields based on the instructions found here:
http://code.rancidbacon.com/ProjectArduinoUSB

The Arduino code requires the library ‘UsbKeyboard’ from
http://code.rancidbacon.com/ProjectArduinoUSB

Intuity KeyboardShields assembled

etched KeyboardShield with logo

2. What is it good for
- rapid arduino prototyping without serial socket stuff (saves many many lines of code)
- interface with software that was never intended to be controlled by external custom hardware
- create your own USB devices
- Easy and fast prototyping, countless applications
- runs on (almost) every computer without installing drivers or additional software

3. Disadvantages
- slow when sending long values

4. Download
- Feel free to etch your own board
Download etchable PDF
(Intuity is NOT responsible for any damage!)

Games With a Purpose

Every weekend in the US alone, 100 million person hours are spent watching TV adverts – the same amount of time it took to create and edit the 2.5 million encyclopedia entries on Wikipedia. If only a fraction of this spare brainpower could instead be channelled into simple online tasks that help science, the contribution would be enormous. (New Scientist, 2008)

GWAP: a game with a purpose
Recently I accidentally found a very interesting topic: online games that use the possibilities of the human brain to solve uncomputable problems like labeling images or hard computable problems like the folding of protein structures. One more proof to the fun theory. What excited me, is the brilliant idea to disguise a scientific problem as a game and let all parties benefit from that initiative.

foldit
The game foldit, which is taking advantage of humans’ puzzle-solving intuitions.

A lot of spare brainpower
On the one hand, people invest a lot of brainpower in games, due to natural human qualities such as the desire to be quicker, to achieve higher scores than others or the necessity to prove themselves by resolving a logical task. I am sure that after several hours spent on the computer, everyone stands up with the feeling that he has just invested too much time in meaningless activities. Now people can have fun playing games with a purpose without having such a bad conscience :)

A lot of uncomputable problems
On the other hand, scientists need brainpower to resolve particular problems, on which the human brain still surpasses the computers. Volunteer projects have the problem, that they are supported mainly by those, who are really interested in that topic and want to contribute to the cause. Games, however, enthuse quickly and are played by a lot more people: people who do not have necessarily a passion for that particular topic. Now scientists can get their results much faster and for free, so science is progressing due to the collective help of millions of people!

Online games with a purpose and volunteer projects
Currently there are maybe not as many and not so sophisticated examples in the network. But here are some of them, so you can enhance your spare time if you don’t know what to do. You can:
- label images to improve search engines by playing phetch or the famous ESP Game,
- train different artificial intelligence systems at gwap.com,
- fold protein structures and help biologists to design drugs,
- help astronomers to classify galaxies,
- help digitalizing old books and newspapers, whereas this last one is not designed so much as a game, but more as a free service → also a very clever idea!

My hope is, however, that in future there will be a lot more games with a purpose, and playing will be no longer a waste of time, but a meaningful work!

Intuity Tech Research: Remixing voice recognition with face detection – or how to talk to white rabbits

Language based interfaces are hip right now. Both iPhone and Android OS recently have been equipped with the ability to listen to your talk. So the technology seems to have reached a level where it’s ready to hit the consumer making it easier to communicate with certain devices and services. But the technology alone won’t do the job. It needs an appropriate interface in order for us to understand. Otherwise we won’t realise that a specific device is able to understand our commands.

For instance the Nokia N Series (N73, N80, N95 etc) has “voice recognition” included since several years but only a very few people know about that particular feature (or even use it). So we asked ourself some questions: What are the drawbacks of current voice interfaces? How can we get the human touch in language based technology? And how do we prototype these kinds of interactions in order to come up with new solutions?

1. How can we augment language based interfaces?

You talkin to me? Using a visual recipient for voice commands
One problem that we identified is the “recipient problem”: Who am I talking to? In which direction do I need to talk? Talking to a screen seems weird to us. The solution we came up with is using a metaphor. In our case a white rabbit.

Schau mir in die Augen, Kleines! Activating devices by looking at them
“The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.” 10 Heuristics of Usability

Another problem we identified: the feedback! Is the device actually listening to me right now? Will the device listen to my commands all the time? Is it active? So we came up with two modes (quiet and listening) and a simple way of switching between them: Using your eyes.

rabbit_modes_quiet+listening

  • Quiet Mode: The device is “sleeping”. Nobody is looking at it so it won’t accept voice commands
  • Listening Mode: Somebody is looking at it. It’s got the attention of somebody so it will actually listen to voice commands.

2. How can we prototype language based interactions?

Our setup: a microphone, a webcam, Macspeech Dictate, Nabaztag and a bit of hacking mindset. The quick solution for our rough prototyp: use a rabbit that knows your face! We’ve ‘augmented’ our nabaztag bunny with a webcam and used a face detection algorithm trough Processing to find out when somebody is looking straight into the eyes of our little bunny.

3. The result
We captured a video in order to document the setup and two simple example implementations for voice commands.

http://www.vimeo.com/8313165

4. What did we learn?

  • Constant feedback. After the conversation was started a constant feedback from the machine is needed like: “listening”, “understanding”, “misunderstanding”, “command was done” etc.
  • Language is a fascinating additional layer to interaction design but it’s certainly not the ultimate tool for interacting with devices. A lot of contexts exist where language might not be the appropriate weapon of choice
  • On the other hand some things can be expressed in language very easily (see our expample in the video)
  • The technology is still not that smart like the one in Star Trek, damn. But it’s definitely a big space for innovation.
  • Do we need communication patterns and standards?
  • Is there a need for a set of standard vocabulary which can be used when interacting with devices? For example is there a need for some kind of standard “ping”, “help” or “Hey I’m talkin to you” command? We could use it to wake up specific devices around us?

All these findings and questions seem are certainly worth to explore. We’ll keep our ears on the ground in order to check for signals and innvations that will support these kind of interactions.

Making Education More Fun

Well this is interesting news!
A trio of new games were developed to make subjects like world culture, molecular biology and space exploration more accessible and fun for young minds.
(Reuters)

What could be greater, than playing a game and studying your learning matter at the same time? Almost every kid hates learning and doing his homework and almost every kid plays games several hours a week. According to this article, 82 percent of the children in the United States aged 2-17 are currently gamers! So it’s reasonable to think about using games in education.

The news reminded me of the initiative I wrote about a couple of weeks ago. I like this conjunction of fun and usefulness very much. And I hope I’ll find more on this subject in the future!

protos plant oil stove

Cook over open fire

Photo by Nicoze (Licensed under Creative Commons)

Over 2,5 billion people all over the world cook their food over open fire, especially in the less developed countries of Africa, Asia and South America. For this purpose, firewood, petroleum or natural gas is used, which has to be imported in many countries. This is expensive and sometimes difficult to get.
But cooking over open fire involves also health problems. – About 1,6 million people die from lung diseases each year, caused by the inhalation of emissions from domestic fires (estimate by WHO).

A potential alternative is an easily producible and comfortably operated stove, which can be driven by unrefined oil from plants. Protos has been developed by the company BSH Bosch und Siemens Hausgeräte GmbH after basic research of the University of Hohenheim and in cooperation with other universities. It has been successfully tested at Leyte island in the Philippines.

proton_stove

Protos plant oil stove © BSH

The use of clean fuels in households of developing countries could save millions of lives. Additionally it would have positive impacts on the greenhouse gas budget. Core requirements were affordability, accessibility and availability.
Although this might not be latest news this project is a very good example of how big companies accept their responsibility: With protos, BSH uses its knowledge about home appliances and helps less developed countries to cook with an alternative, renewable energy source.

If you want to learn more about the project or you even have great ideas about how to support it, visit  the BSH protos homepage.

Shaping lasting experiences: The peak-end rule

peak_end_teaser

Graphic taken from the awesome Book Generative Gestaltung

Having recently talked about the importance of the first impression during a product experience, I’d like to share another insight on shaping experiences. A while ago I stumbled accross the work of Daniel Kahneman, a psychologist and nobel-prize winner focusing on judgement and positive phsychology. It was his peak-end rule that really got my attention. So let’s not waste time and talk about what this guideline can teach us.

What is the peak-end rule?

“According to this rule, we judge our past experiences almost entirely on how they were at their peak (pleasant or unpleasant) and how they ended. Other information is not lost, but it is not used. This includes net pleasantness or unpleasantness and how long the experience lasted.”
- Wikipedia

Michael Johnston also created a visual representation of the rule:

peak_end_rule

When to use?

After initially using this method for doing interaction design here at Intuity, I figured out that these patterns could be applied to all kinds of other experiences. Keeping my eyes open I’ve been discovering the same design patterns in all kinds of contexts from movies to a customer experience inside a coffee shop. In your day-to-day business it could be useful for…

  • Shaping the experience of a digital service or product
  • Shaping a customer experience in a store
  • Creating workshops with customers
  • Giving a presentation
  • Doing a party for friends

How can we apply this rule?

  • First things first – Get the overall experience right
    Sure peak and the end are important, but first of all it’s crucial to get the overal experience right. After that you can focus on setting highlights.
  • Set peaks – And define a place to collect those ‘Sahnehäubchen’
    While creating an experience you should consider the peaks from time to time. Don’t force it, just try to ask yourself: How could this feature stand up/out? How could I include this joke in my presentation? Gather these little gems on a project wall in order not to forget them. Ideas of that kind tend to pop up in your mind while doing something different and they tend to be very fragile. It’s most important to catch these little butterflies and put them on a piece of paper. (Give this place a name – in our team we call this the “Sahnehäubchen” wall).
  • Restrict yourself – Don’t overdo
    Trying to set peaks all the time will not result in a good product experience but rather in a product that tries to “impress” and scream at customers all the time. Nobody likes posers. The same goes for digital products. What’s more: if you try to create too many peaks the chance that you don’t get any of them right is pretty high. So focus!
  • Shape a strong ending
    When designing an interface or doing a workshop, try to have the end in mind. Just try to ask yourself from time to time: How could the workshop end? How will the app look like when I shut it down? Try to design this ending as positive as possible.

The web is your friend – Inspiriations and further readings

The ‘peak-end’ rule: Can it transform your customer experience?

The Brand-Experience and the peak-end rule

Peak-End Experiences Matter Most

UX Toolbox: Hardware Hacking

http://www.vimeo.com/7722819

Music: “When waves trying to catch marvel” by Antony Raijekov (Powered by Jamendo)

These are fascinating times. We’re currently facing new challenges and projects that require a new kind of skillset for interaction designers. The tools we use to design experiences are getting more and more diverse and powerful at the same time. Actually our role as designers and our tools are changing. This led to an update of our design toolbox. It’s now equiped with a new tool: Hardware Hacking. Let’s find out why…

1. Our role: Making tomorrow’s products and ideas tangible today

In a lot of projects we are working on, our job is to make products of tomorrow tangible today. In order to design the experiences with these products and to evaluate enjoyable interaction we sketch paper prototypes, we build interactive mockups, etc. But recently amazing, additional possibilities have evolved quickly.

2. Standing on the shoulders of giants – Open Source Hard- and Software enable new possibilities for designers

The open source movement has led to a variety of interesting and new approaches to soft- and hardware design. Distributed communities create components that all of us can build upon, making it far easier to implement our ideas. Today we’re able to sketch low fidelity and high fidelity hardware prototypes without studing electrotechnology. Projects like Processing, Arduino, Phidgets, Fritzing etc. are just some of the tools you can leverage as a designer in order to tell stories and to make your ideas tangible.

3. School of Hackin’ – Creating a playground for new ideas

Massimo Banzi and the Arduino guys formed a tinkering movement in the design community. They’ve been evangelizing the hacking approach for some time now, conducting numerous workshops with design students. I think the fact that hacking as one option for creating innovation is becoming common sense these days. The whole mashup movement in web developement  is another signal for the expansion of this school of thought. Sometimes taking apart, remixing and looking at a problem without taking it too seriously is important to stumble upon new solutions to a design challenge.

4.  Sketching with human needs in mind

This creative approach to hardware hacking can get out of hands quite quickly. It’s challenging and time consuming especially in the beginning. So it’s very important for us to focus on small solutions and on human needs while sketching in hardware. With the help of this approach you’re able to create fast forward prototypes.

Conclusion: New tools to sketch extraordinary experiences

All these subjects are helping us to create extraordinairy experiences and to bring a human touch to future technologies and services. So the role of hardware hacking will increase for communicating our ideas. We’ll try to document our learnings from past and future hacking adventures as often as we can. To be continued…

The web is your friend – Check related articles

Sketching in Hardware on Core77

Intuity LocalBuzz – A twitter mashup focused on augmented, local news

introducing_local_buzz

Watching the keynote presentation of the last Google I/O conference two things sticked in my mind: The sentence “Never underestimate the web” and the fact that geolocation features are already available in modern browers. LocalBuzz is an Intuity lab project inspired by these two thoughts. It’s focused on mashing up geolocation features and the twitter API in order to create a new local news experience. (A little playground for testing and playing with emerging technologies).

You can test-drive it on our shiny and new Intuity Apps page.  Just fire up the LocalBuzz address in your iPhone Safari, Android Browser, Firefox 3.5 etc.

Let’s talk a little bit about the thoughts and ideas that led to sketching the application.

The story of LocalBuzz – From local news to augmented buzz

In ancient times local news were shared at places like markets etc. This way people stayed up to date with topics that were important to them in a hyperlocal context.

LocalBuzz is an approach to mimic this behaviour and augment it with modern technology. Just like the markets in ancient times it’s giving you access to local news (in this case twitter messages) that might be relevant as they’re related to your city, to your block.

Goals and ideas behind the app

  • Play with the twitter API and its geolocation features
  • Push the limits of web apps and show the potential of modern browsers in combination with HTML5 features
  • Explore geolocation features of modern browsers (Firefox, Mobile Safari, Webkit)
  • Experiment with seamless mobile integration of webapps (especially for iphone)
  • Create a webapp that integrates seamlessly in different contexts (iPhone, Android, Desktop)

Seamless Mobile Integration – LocalBuzz on iPhone and Android

localbuzz_on_iphone

After adding to home screen the web-app appears just like a normal app without the safari URL bar

One important aspect of the lab project was to create a mobile application which behaves like a native app on smart phones like the iPhone. The latest version of Mobile Safari provides some great new features to support this. It uses the new meta tag “apple-mobile-web-app-capable” (see Safari HTML Reference or the LocalBuzz source code for details) so you can install LocalBuzz on your iPhone home screen to access local news with just one touch and without showing the Safari framework. On Android Phones you could install the bookmark to the app on your home screen as well.

What did we learn?

I’d like to share some insights that came to my mind while crafting the app and thinking about the future possibilities of the mobile web platform.

  • Never underestimate the web
    The web platform is aldready capable of geo enabled services. A lot more interesting ideas and services will evolve around this functionality.
  • The browser as a perfect RIA platform
    As more and more mobile devices (smart phone, netbooks, etc) arise and their browsers become powerful, modern web standars are a good starting point for creating a seamless user experience across multiple platforms.
  • Build once, add device specific UX layer
    With the help of modern web standards you can style the core of your app in HTML and CSS. You can then add the Javascript User Experience which is specific to every plattform.

Standing on the shoulders of giants

To accomplish this project we used some great Open Source components in order to get the work done. So we’d like to give some shout outs and credits to the projects that luckily did all the hard work to create the building blocks of LocalBuzz:

  • geo-location-javascript
    Simple platform agnostic Javascript API for location based services. Wraps geolocation APIs for iPhone, Android, Palm Pre etc.
  • Mootools
    Great Javascript framework for building reusable webapps based on object-oriented principles. Mootools adds the interactivity to LocalBuzz and establishes the connection to twitter via JSON.
  • Mootools Dotter by David Walsh
    We used this little handy component to build the progress indicator while loading search results.

Source available – Feel free to remix

Full source code of LocalBuzz is available under the GPL. So feel free to remix! Drop us a line if you feel inspired …

The Fun Theory

YouTube Preview Image

Joy of use and emotions are important aspects when crafting experiences. Now an interesting initiative of Volkswagen illustrates how important this fun factor really is. The goal of the initiative is to change human behaviour for the better and the theory behind it is, that the easiest way to make someone do something is to make that thing fun. The following two examples reveal the potential of the theory.

Funny steps
The first project, the Piano Staircase, is an installation in a subway station in Stockholm. After setting up sensors, which play a sound on every step, 66% more people choose to take the stairs instead of the escalator.

Funny trash
Another project is The World’s Deepest Bin that plays a sound every time someone throws something in it. The result: people did not only throw their own trash in the bin, but also searched around it for more things to throw in and hear the sound again.

Seems like fun really has a big influence on human behaviour. We’re looking forward for what’s coming next on the website of the initiative!

Intuity UX Research: Love at first encounter – Shaping the start-up of apps and services

love_at_first_encounter

Photo by Matt Day (Licensed under Creative Commons)

On behalf of Deutsche Telekom Laboratories we had the chance to work on a fascinating research project that lead to a paper titled “Love at First Encounter – Start-up of new Applications” [1] which has recently been presented at HCI 2009. It has also been published in the respective publication “Human-Computer Interaction. Ambient, Ubiquitous and Intelligent Interaction” by Springer Verlag. You can check our corporate website for more details about the project.

The project dealt with a very significant phase of a product experience: the first impression. This first encounter with an interactive product/service is of crucial importance. Within this phase people decide whether they will accept a product or dump it. Whether they will customize it and explore new features. In other words: Whether they will integrate it into their everyday life and habits.

Guidelines for designing an engaging start-up experience

Together with Telekom Laboratories we collected and documented a set of insights and recommendations that can be used to create a positive first encounter experience leading to lasting relationships. Here‘s just a quick preview:

  • First impressions are polaroids that stick in your mind
    Like a first meeting between strangers, the consumer forms an opinion of the product based on first impressions. Just like polaroids in our mind. If this initial experience is positive, the user will be motivated to further engage with the application.
  • Tell engaging stories
    The consistent and well-orchestrated flow of experience – the “story” – should lead through all phases of the Start-up process. Good stories are not only consistent and memorable (learnable), but also stir the users curiosity.
  • Use the mystery box
    As in great stories, mystery is sometimes more important than knowledge. Holding back information intentionally can be more engaging than informing the user. (Inspired by J.J. Abrams’ Ted Talk about his mystery box)
  • Find the low-hanging fruits – challenge, reward and grow
    Easy initial goals reward customers with instant success and positive feedback. These low hanging fruits help them to grow and build up motivation.
  • Lower the first hurdle
    A frictionless initial dialogue makes it much more rewarding to interact with a system as goals (e.g. making a first transaction, connecting to friends, …) will be reached faster.
  • Specify the effort and overall process
    Provide a clear picture of the first hurdle. How long will it take me?
  • Break the daily routines
    This is especially important when rolling out business software or services within larger companies. Getting people off their desk can help them to focus on getting to know a new service or application.
  • Make it Yours – Customizing
    Addressing individual needs and habits can greatly increase the efficiency of the start-up process for different users. As users customize and hack, they explore and make a product their own.
  • Engage innovators as evangelists
    Empower users to serve as evangelists in public or within their immediate environment. Many of these advanced users may take pride in their position and can help other people to get started.

[1] Breuer, H., Kettner, M., Wagler, M., Preuschen, N., Steinhoff, F. (2009). Love at First Encounter –Start-Up of New Applications. In: J.A. Jacko (Ed.): Human-Computer Interaction, Part III, HCII 2009, LNCS 5612, pp. 585–594, 2009. Springer-Verlag: Berlin.

PhotoSketch: No more taking pictures?

http://www.vimeo.com/6496886

PhotoSketch is presenting a system that composes a realistic picture from a simple freehand sketch annotated with text labels. The composed picture is generated by seamlessly stitching several photographs in agreement with the sketch and text labels; these are found by searching the Internet.
Although online image search generates many inappropriate results, our system is able to automatically select suitable photographs to generate a high quality composition, using a filtering scheme to exclude undesirable images. We also provide a novel image blending algorithm to allow seamless image composition. Each blending result is given a numeric score, allowing us to find an optimal combination of discovered images. Experimental results show the method is very successful; we also evaluate our system using the results from two user studies.

(Link via Kristijan Kolak)

New Space for Creative Thinking – Intuity gets a 2nd Floor

http://www.vimeo.com/6848947

In times of crisis intuity is thinking forward. So after three weeks of refurbishing and moving stuff around we finally got our laboratory floor ready to be filled with passionate people, fun projects and creative thinking.

Designers! There’s plenty of space and challenging projects for new creative heads. So if you’re a passionate interaction designer we’d love to meet you. You can reach us via twitter or our website.

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