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	<title>Johnny Holland &#187; storytelling</title>
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	<link>http://johnnyholland.org</link>
	<description>It&#039;s all about interaction</description>
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		<title>Mark&#8217;s UX clippings: urban transformations and storytelling</title>
		<link>http://johnnyholland.org/2010/12/marks-ux-clippings-urban-transformations-and-storytelling/</link>
		<comments>http://johnnyholland.org/2010/12/marks-ux-clippings-urban-transformations-and-storytelling/#comments</comments>
		<pubDate>Sun, 05 Dec 2010 14:01:24 +0000</pubDate>
		<dc:creator>Mark Vanderbeeken</dc:creator>
				<category><![CDATA[Observed]]></category>
		<category><![CDATA[location]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[urban]]></category>

		<guid isPermaLink="false">http://johnnyholland.org/?p=9480</guid>
		<description><![CDATA[<img width="220" height="160" src="http://johnnyholland.org/wp-content/uploads/2011/12/mark.jpg" class="attachment-index-categories wp-post-image" alt="mark" title="mark" />This week: urban transformations in from Chicago to Cyprus, and storytelling using  science fiction. A group of young designers are [...]]]></description>
			<content:encoded><![CDATA[<img width="220" height="160" src="http://johnnyholland.org/wp-content/uploads/2011/12/mark.jpg" class="attachment-index-categories wp-post-image" alt="mark" title="mark" /><a href="http://johnnyholland.org/wp-content/uploads/uxclippings21.png"><img class="alignnone size-full wp-image-9452" title="uxclippings2" src="http://johnnyholland.org/wp-content/uploads/uxclippings21.png" alt="UX Clippings" width="416" height="160" /></a>
<p>This week: urban transformations in from Chicago to Cyprus, and storytelling using  science fiction.<span id="more-9480"></span></p>
<p>A group of young designers are exploring how methods used within user-centered design can improve urban regeneration, and are now <a href="http://www.cyprus-mail.com/invading-urban-environment/invading-urban-environment/20101121">making their mark</a> on the urban scene of <strong>Nicosia</strong>, Cyprus, by creatively redesigning “misused public spaces”.</p>
<p>More urban transformation in Chicago where <a href="http://opinionator.blogs.nytimes.com/2010/11/25/the-public-square-goes-mobile/#more-70443">citizens harness technology</a> to offer up solutions to problems in their communities, with the support of the <strong>Give a Minute! initiative</strong>, created by Jake Barton’s media design firm Local Projects.</p>
<p>Also in Northern Europe they are experimenting urban transformations, as <strong>Living Labs</strong> have become an established part of local and regional innovation systems. So it became necessary to start <a href="http://www.nordicinnovation.net/prosjekt.cfm?Id=3-4415-248">benchmarking</a> and harmonizing best practices for setting up and conducting individual Living Lab research.</p>
<p><strong>Storytelling</strong> is another big theme this week.</p>
<p><strong>Intel</strong>’s Chief Futurist, Brian David Johnson, is a big advocate of using <a href="http://www.experientia.com/blog/the-morrow-project-and-futurism-at-intel/">science fiction narratives</a> as a jumping off point for a discussion between management and engineering about the future of Intel’s business, and has commissioned four writers — Douglas Rushkoff, Ray Hammond, Scarlett Thomas and Markus Heitz — to produce science fictional pieces on the future that the company can use in its own planning.</p>
<p>Finally, <a href="http://www.experientia.com/blog/digital-u-a-series-on-how-social-media-is-affecting-social-change/">Digital U</a> is the first television/web series to examine how the internet and social media are changing the way we live, work, play, consume and communicate.</p>
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		<title>Why Stories Work as Design Tools</title>
		<link>http://johnnyholland.org/2010/11/why-stories-work-as-design-tool/</link>
		<comments>http://johnnyholland.org/2010/11/why-stories-work-as-design-tool/#comments</comments>
		<pubDate>Wed, 17 Nov 2010 14:10:07 +0000</pubDate>
		<dc:creator>Darren Menachemson</dc:creator>
				<category><![CDATA[Methods & theory]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://johnnyholland.org/?p=9207</guid>
		<description><![CDATA[Humans have a natural affinity for stories. We know this intuitively. When we’re trying to teach a child important lessons about ethics, caution and quick-thinking, we don’t work them through a series of Powerpoint slides on the subject in the hope that it will get our point across.]]></description>
			<content:encoded><![CDATA[<img width="220" height="160" src="http://johnnyholland.org/wp-content/uploads/2011/12/fire.jpg" class="attachment-index-categories wp-post-image" alt="fire" title="fire" /><p><img class="alignnone size-full wp-image-9352" title="storytelling" src="http://johnnyholland.org/wp-content/uploads/storytelling1.png" alt="" width="416" height="160" /><br />
Humans have a natural affinity for stories. We know this intuitively. When we’re trying to teach a child important lessons about ethics, caution and quick-thinking, we don’t work them through a series of Powerpoint slides on the subject in the hope that it will get our point across.<span id="more-9207"></span></p>
<p>Rather, we tell them the story of Hansel and Gretel. Over the course of the narrative – as the siblings walk through the forest, dropping breadcrumbs, as they get taken in by the cannabilistic witch and then delay their transformation from youngster into dinner until they can turn the tables on their would-be murderer – the young audience engages, empathises, and learns.</p>
<p>Adults have a similar experience when it comes to stories. Whether it is the ancient oral tradition of encoding information about hunting or farming into folktales, or contemporary storytelling developments like management case studies, stories have a way of reaching us that mere description can’t match.</p>
<p>This cognitive resonance is what makes design stories a powerful prototyping tool. People can understand complex concepts underpinning a design more easily if they&#8217;re embedded in the narrative form. And there are even more reasons to use stories to prototype your design:</p>
<ul>
<li>They can be created right at the beginning of the design process, based on concepts and ideas. No coding or process engineering required – only brainstorming and a bit of writing time (although supporting user research efforts can be extremely valuable inputs).</li>
<li>Used well, they paint a vivid, holistic picture of a future user experience in a way that users and stakeholders can engage with and empathetically critique.</li>
<li>They provide context – in a story, the focus is not on the solution (eg a website), but on the users and how they go about interacting with it, to their benefit or peril.</li>
</ul>
<p>And, incredibly importantly:</p>
<ul>
<li>Design stories create a mental “scaffold” for their audience. Once people have understood and embedded the user experience story, you can use that mental model to start adding in complexity. Discussions about business processes, technology, user interfaces can be tied back to the story, to help people make consistent sense of it all.</li>
</ul>
<h2>Planning an example speculative design story</h2>
<p>Let&#8217;s look at how we&#8217;d go about using a design story to speculate on the future user experience &#8211; say, showing how some of the major technology and social trends we&#8217;re seeing today will change the world in the next decade. To plan out our story, we might first consider a few key storytelling elements:</p>
<h3>1. Story coverage and size – what should the story      cover, and how big should it be?</h3>
<p>In terms of coverage, because the story is going to be speculative, I’ve decided to be a bit ambitious throw in a bunch of trends that I think will be influential in how we live our lives in a decade’s time. These are:</p>
<ul>
<li>Crowdsourced      personal decision-making (asking your online social networks to help you      decide on what to do, both in your personal and professional life)</li>
<li>Social      benchmarking (rating yourself against your online social networks)<br />
Augmented reality, bolstered by ubiquitous GPS usage (technology knowing      where you are I a geospatial sense, and being able to “overlay” what you      are seeing with additional information)</li>
<li>Connected      home appliances that are actually useful,</li>
<li>Further      convergence of many information devices into a single device (so that your      smartphone, iPad, MP3 player, television etc all become functions of a      single gizmo),</li>
<li>Standards      unification turning into integrated services across vendor siloes (so that      your experience across the online services you use don’t fragment through      the need to sign-on multiple times, duplicate information across services,      not have access to data from service A while you’re using service B etc).</li>
<li>Gestural and eye-tracking interfaces displacing      (although not replacing) touch and mouse interfaces (getting UI’s off a      screen and more integrated with natural interfaces like your hands and      your eyeballs).</li>
</ul>
<p>As for story size, I’m pretty confident that I can show how the world has changed by telling the story of a single, universal experience – waking up in the morning, and going to work.</p>
<h3>2. The narrator – Who is telling the story?</h3>
<p><strong></strong>Because the story introduces many new societal and lifestyle concepts, it’s      important to focus on the protagonist’s thoughts, motivations and      feelings, to help the reader quickly make a connection that will ground      the speculative future being canvassed. To achieve this, I’ve decided to write      in first person.</p>
<h3>3. The protagonist – who is the story about?</h3>
<p><strong></strong>I want to make the story about someone that the readers can at least      somewhat identify with. So I’ve decided on a character who has certain      types of common characteristics (25-35 age bracket, professional, urban,      cares about health, relationships and appearance, tech-savvy) without      making any of those characteristics come across so strongly that people      who fall outside of the aggregate demographic will switch off to “owning”      the experience that they’re reading about.</p>
<h3>4. “Plot-driven” or “slice-of-life” &#8211; how is the story      structured?</h3>
<p>If I were writing a story about a specific service and its value to the      protagonist, I might use a traditional plot-driven story with a beginning,      a middle and an end, and where the protagonist faces a conflict that the      service being designed helps him/her overcome to achieve his/her goal.</p>
<p>However, I am trying to show how life in general has changed as a result      of an accumulation of trends. This makes me lean towards writing the story in the      “slice-of-life” mode, where I can show a brief snapshot of a person’s life.      I don’t need a plot, or too much context, or for the protagonist to      develop over the story’s course – I just need people to give people a      sense of what life is like in the “new world” I’m speculating on.</p>
<h2>An example of a speculative design story:</h2>
<p>So, taking all of that into account, here&#8217;s the speculative design story. Interestingly, I&#8217;ve had two distinct types reactions from people about it, which I&#8217;ll summarise with two actual quotes: “I want this now!”, and “Gee. It sounds like…a nightmare.”</p>
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<tbody>
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<td>
<h3>The 2020 user experience of Monday morning in a digitally integrated world</h3>
<p>My glasses wake me up. They&#8217;re streaming something that sounds like a Brahms concerto to the speakers in my bedroom. I slowly surface from my sleep and reach for them, while rubbing my eyes with palm my other hand. I put them on, slip the earpiece in, and groggily scan the virtual display.</p>
<p>Hovering above my bed is the name of the song that&#8217;s roused me &#8211; it&#8217;s actually a Bach sonata. I don&#8217;t recognise it, but 82% of my personal network seems to have been enjoying it in their Wake-Up Channel. I gesture-tap the Like button, and then gesture the sound down to low. Immediately, my day&#8217;s appointments spring up.</p>
<p>My first meeting&#8217;s with Rosalyn, my company&#8217;s new marketing person. I gesture through to her unified profile. A list of her most recent status updates, media she&#8217;s liked, and her photostream, slides into my field of vision. I read this for a few moments and then look at the &#8220;Done&#8221; button, which highlights in transparent blue after a second of my staring at it. I gesture it all away.</p>
<p>Ok, I think to myself. Shower. Clothes. Breakfast. Then off to work.</p>
<p>I open up the weather with a few motions of my hand; chilly in the morning, rain in the afternoon. Rosalyn seemed like a sharp dresser, so I decide to dress to impress. I gesture open my virtual wardrobe, and ask it to choose something that&#8217;s going to make me look professional and competent. It starts crunching a few streams of data &#8211; the weather, my clean clothes stockpile, fashion combinations that other professionals in my channel have Liked on me, and my own custom preference settings. Finally, it spits out a few outfits. I Twitbook these to one of my favourite review groups &#8211; RateMyOutfit.judge &#8211; and jump in the shower &#8211; with my WetGoggles, so I can read my news feeds while I&#8217;m waiting for the conditioner to do its hairy magic.</p>
<p>By the time I&#8217;m dry, shaved and generally presentable, I&#8217;ve got a recommended outfit (63 votes ahead of the others I submitted), and I&#8217;ve also been reminded that I need to take the car in for a service. The traffic&#8217;s looking a bit grim, so I delay my car service appointment to tomorrow with a few gestures.</p>
<p>Instead, I decide to cycle in to work, so I look at the bike icon in my transport layer, and it courteously turns blue. I pull up my health stats &#8211; my heart rate&#8217;s nice and low, but my glucose levels could use a bit of beefing up and my cholestorol’s a bit high. Not that the cardiosensors in my shoulder are going to autopage the cardiologist or anything, but my doctor&#8217;s definitely going to give me the old nutrition lecture in my monthly virtual consult. Ah well &#8211; at least I&#8217;m in the 80th fitness percentile of my personal network. It&#8217;s one of the reason I like having unhealthy friends.</p>
<p>I signal that I&#8217;m going to be riding out in about 10 minutes to everyone who&#8217;s cycling to work today and who lives within a few miles of me. Hopefully I can be part of a group of cyclists when I ride in. It&#8217;s always nice to have some company &#8211; and there are so many ridewithme.fitfitfit subscribers in my suburb nowadays.</p>
<p>I walk into the kitchen, put the kettle on, and make myself some toast. When the water hits 80 degrees centigrade, an alert starts flashing in the corner of my vision. I look at it, and it brings up a context menu. I glance at the option I want and gesture the kettle to “maintain heat”. Then I go get some green tea leaves. While I&#8217;m waiting for the tea to brew, I look out the window.</p>
<p>As I scan the street below, my eyes move past the Convention Centre.A little information bubble springs up above it telling me that one of my favourite bands will be playing there next week and that my schedule is currently free. I check to see if any of my friends are going.Three of them are,so I purchase some tickets and join the event channel to make some plans to meet up with my friends before the concert.</p>
<p>Looking down at the street, I see two blinking green arrows with the <em>ridewithme.fitfitfit</em> logo hanging above two cyclists in the distance. They&#8217;re heading my way for the group ride. Based on their speed and the traffic, Google Maps is telling me that I&#8217;ve got about four minutes before they cycle past. I chug the tea and start lugging my road bike down the stairs of my apartment. The Bach music I was listening to earlier has changed to a new release by the band I just booked tickets for. I gesture on some pounding beats, and start cycling as my ride group rides passes by.</p>
<p>There are about half a dozen riders in the groupride. We follow the virtual arrows hanging in the air guiding us on the best route to avoid the traffic. One of my ride group looks pretty foxy.By the time we peel off towards our respective streets in the city, she has purchased tickets to the concert I booked in for too and will join me for a drink afterwards. I just hope that her voice is as attractive as her face and her personal profile, once we actually get to hear each other speak.</td>
</tr>
</tbody>
</table>
<p>This story could be told using many types of experiences as a basis &#8211; visiting a doctor, shopping for groceries, going to dinner. As long as the experience is one the audience can relate to and benchmark against their current state , it&#8217;s possible to scaffold the complexity and paint a vision that people can thoughtfully consider.</p>
<p>Regardless of the specifics of the story, the freedom that the storytelling form gives you means that you are only limited by your ability to imagine the world in a way where your ideas &#8211; as wildly ambitious as they might be &#8211; have played out.</p>
<p>Top image: <a href="http://www.flickr.com/photos/pawlowski/130776393/">Pawlowski</a></p>
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		<item>
		<title>Johnny Contest: Win Books or a Webinar</title>
		<link>http://johnnyholland.org/2010/06/johnny-contest-win-books-or-a-webinar/</link>
		<comments>http://johnnyholland.org/2010/06/johnny-contest-win-books-or-a-webinar/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 20:18:59 +0000</pubDate>
		<dc:creator>Jeroen van Geel</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Stuff]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://johnnyholland.org/?p=7610</guid>
		<description><![CDATA[Win great prizes around the topic of UX and storytelling]]></description>
			<content:encoded><![CDATA[<img width="220" height="160" src="http://johnnyholland.org/wp-content/uploads/2011/12/story1.jpg" class="attachment-index-categories wp-post-image" alt="story" title="story" /><div>
<p><img class="alignnone size-full wp-image-7621" title="storytelling-contest" src="http://johnnyholland.org/wp-content/uploads/storytelling-contest.png" alt="" width="416" height="160" /><br />
This time we are giving away the book &#8216;Storytelling for User Experience&#8217; and an exclusive webinar around storytelling and UX. All you have to do is tweet. Want to know more? Read on.</p>
<p><span id="more-7610"></span></p>
<h2>What can you win?</h2>
<p><a href="http://johnnyholland.org/wp-content/uploads/storytelling-lg.gif"><img class="size-full wp-image-7604 alignright" title="storytelling-lg" src="http://johnnyholland.org/wp-content/uploads/storytelling-lg.gif" alt="" width="161" height="235" /></a>Storytelling is an important part of our cultures. For ages we&#8217;ve been using stories as a way of sharing information. In user experience, they could help us understand our users, learn about their goals, explain our research, and demonstrate our design ideas. Around this topic Rosenfeld Media recently published a book, authored by Whitney Quesenbery and Kevin Brooks, called &#8216;Storytelling for User Experience&#8217;. To celebrate the launch of this book we are able to give away some super prizes:</p>
<ul>
<li>5x <strong>the</strong> <strong>book &#8216;Storytelling for User Experience&#8217;</strong><br />
You can win a copy of this book. It&#8217;s got 16 chapters, 298 pages and loads of interesting tips and (of course) stories.</li>
<li>12x access to an exclusive <strong>1 hour live webinar with Whitney Quesenbery and Kevin Brooks around storytelling and UX<br />
</strong>Exclusively for this contest Whitney and Kevin are organizing a webinar. The people who win this prize will receive a time and date of the webinar. During the webinar you&#8217;ll be able to ask questions to the authors and learn everything you wanted to know about storytelling and UX.</li>
</ul>
</div>
<div>
<h2>What do you need to do?</h2>
<p>We like contests where the community can learn from the participants. So we want you to do the following:</p>
<p><span style="text-decoration: underline;"><span style="color: #000000;"><strong>Tweet an answer to the question &#8220;Why is storytelling powerful?&#8221; with the hashtag #uxstory.</strong></span></span></p>
<p>Example:<br />
<img class="alignnone size-full wp-image-7614" title="stories" src="http://johnnyholland.org/wp-content/uploads/stories.png" alt="" width="566" height="181" /></p>
<p>The rules are just that simple. You tweet, we decide who wins. Only people that followed the (simple) rules of the game have a chance to win. There is no possibility to discuss the outcome of the contest. We will only inform the winners of the contest. They will get an e-mail asking for their contact details. Winners have two weeks to reply, if that doesn’t happen… we will choose a new winner.</p>
</div>
<p>The contest starts on the day this article went live and ends June 30th. The winners will be informed before July 5th. You can send in as many tweets as you want. Everybody can compete, except for our own kahunas and dudes.</p>
<p>&nbsp;</p>
<p><strong>Thanks to Rosenfeld Media for sponsoring this contest. Don&#8217;t forget to follow them <a href="http://www.twitter.com/rosenfeldmedia">@rosenfeldmedia</a>.</strong></p>
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		<title>Design as Predictive Storytelling</title>
		<link>http://johnnyholland.org/2010/04/design-as-predictive-storytelling/</link>
		<comments>http://johnnyholland.org/2010/04/design-as-predictive-storytelling/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 11:00:58 +0000</pubDate>
		<dc:creator>Seth Snyder</dc:creator>
				<category><![CDATA[Digital UX]]></category>
		<category><![CDATA[Methods & theory]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://johnnyholland.org/?p=6012</guid>
		<description><![CDATA[<img width="220" height="160" src="http://johnnyholland.org/wp-content/uploads/2011/12/telling.jpg" class="attachment-index-categories wp-post-image" alt="telling" title="telling" />In 1973 the renowned author and member of the so-called &#8216;Big Three&#8217; of science fiction Arthur C. Clarke decided to [...]]]></description>
			<content:encoded><![CDATA[<img width="220" height="160" src="http://johnnyholland.org/wp-content/uploads/2011/12/telling.jpg" class="attachment-index-categories wp-post-image" alt="telling" title="telling" /><p><img class="alignnone size-full wp-image-6931" title="theprestige" src="http://johnnyholland.org/wp-content/uploads/theprestige.png" alt="" width="416" height="160" /><br />
In 1973 the renowned author and member of the so-called &#8216;Big Three&#8217; of science fiction <a href="http://www.clarkefoundation.org/acc/biography.php">Arthur C. Clarke</a> decided to put his opinions of successful predictive storytelling into law. Behold his third and most famous law: &#8220;Any sufficiently advanced technology is indistinguishable from magic.” Now, I’m going to go out on a limb here and modify Clarke slightly to read “Any sufficiently designed interaction is indistinguishable from magic.”<span id="more-6012"></span></p>
<h2>So, what do we think?</h2>
<p>In Clarke’s books, 2001 A Space Oddyssey for instance, his writing prowess shone when he was describing deep future technologies. It was critical to him and his contemporaries to make sure that the far out tech was somehow based on the most advanced existing tech of the time, only extrapolated a few decades or centuries. Thus “predictive storytelling”; essentially, taking what we have now, and imagining what it will be in the future, based on extensive knowledge of current research. The better the storyteller, the more magical the future seems.</p>
<blockquote><p>“If design can be a way of creating material objects that help tell a story, what kind of stories would it tell and in what style or genre? Might it be a kind of half-way between fact and fiction? Telling stories that appear real and legible, yet that are also speculating and extrapolating, or offering some sort of reflection on how things are, and how they might become something else?”<br />
- Julian Bleeker of <a href="http://www.nearfuturelaboratory.com/">The Near Future Laboratory</a></p></blockquote>
<h2>Pretend for a second that you can predict the future</h2>
<p>In fact, you have just been sent through a mental wormhole 100 years into the future. What do you see? How are people communicating? Traveling? Eating? Now bottle those visions up and bring them back to our present-day with you. Oh, what’s that, you can’t? Why not? The technologies don’t exist, you say? Hmm… Ok, how bout this – come on back and write some stories about it. Or better yet make us a ton of prototypes that each hint at some part of the future! How do you suppose an interaction designer might take on this challenge differently from say Arthur C. Clarke? This is what interests me: predictive art and design that is essentially indistinguishable from magic. I’d like to clarify my meaning of the word “magic” a bit. Historically magic has meant many things, ranging from illusionists’ glamorous stage performances to wizards and witches casting spells. The “magic” I’m referring to is more of an abstract concept I suppose – one that creates a feeling of wonderment in its audience by exhibiting some seemingly impossible or supernatural feats.</p>
<p><object width="600" height="339" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=7012935&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed width="600" height="339" type="application/x-shockwave-flash" src="http://vimeo.com/moogaloop.swf?clip_id=7012935&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowfullscreen="true" allowscriptaccess="always" /></object><em></em><em><span style="color: #000000;"><br />
The multimedia duo <a href="http://www.sweatshoppe.org/">SWEATSHOPPE</a> recently delivered some magic to the streets of New York. Consisting of Bruno Levy and Blake Shaw, SWEATSHOPPE &#8220;works at the intersection of art, music, and technology&#8221; all three of which are resonant in this digital-light-painting evidence video.</span></em></p>
<h2>More magical interactions</h2>
<p>If we push interactions to be more and more magical, they will begin to be indistinguishable from the future and from magic itself. I have been referring to existing examples of this effort as “Fringe Design”. Fringe, as in living on the outskirts of “the ordinary”; pushing the boundaries of the imagination, the visual vernacular, and the plausible, without batting an eyelash. Fringe Design should be embraced for its foretelling abilities – not every crazy technology ridden invention predicts how we will live in the future, but it MIGHT! <a href="http://www.nearfuturelaboratory.com/about/julian-bio/">Julian Bleecker</a>, co-founder of <a href="http://www.nearfuturelaboratory.com/">The Near Future Laboratory</a> puts it best in his essay, <a href="http://www.nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/">Design Fiction</a>: “Science fiction can be understood as a kind of writing that, in its stories, creates prototypes of other worlds, other experiences, other contexts for life based on the creative insights of the author. Designed objects — or designed fictions — can be understood similarly. They are assemblages of various sorts, part story, part material, part idea-articulating prop, part functional software.” Further on he states that “design fiction objects are totems through which a larger story can be told, or imagined or expressed. They are like artifacts from someplace else, telling stories about other worlds.”</p>
<p><object width="600" height="338" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=9543537&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed width="600" height="338" type="application/x-shockwave-flash" src="http://vimeo.com/moogaloop.swf?clip_id=9543537&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowfullscreen="true" allowscriptaccess="always" /></object><em><a href="http://vimeo.com/9543537"><br />
Neurosonics Live</a> from <a href="http://vimeo.com/user898664">Chris Cairns</a> recalls the decades-old dream of realistic, interactive 3D holograms.</em></p>
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<h2>They say good design is invisible</h2>
<p>What we’re talking about here is the exact opposite (although it may occasionally involve <a href="http://www.youtube.com/watch?v=JKPVQal851U&amp;feature=related">invisibility cloaks</a> or some such related thing). We’re talking about design as spectacle. Art as predictive storytelling. The practicality of this type of work may not seem immediately apparent, but I urge you to think deeper into the future, when the things that these works hinted at decades or centuries ago, are an everyday reality.</p>
<h2>Good design is about the voyage</h2>
<p>As always, with good design, it’s about the voyage; the process by which the idea evolved. As <a href="http://www.ted.com/talks/j_j_abrams_mystery_box.html">J.J. Abrams</a> puts it in his <a href="http://www.wired.com/techbiz/people/magazine/17-05/mf_jjessay">article for the April 09 issue of Wired Magazine</a>, “the buildup to a magic trick’s big flourish—is as much of a thrill as the result. There’s discovery to be made and wonder to be had on the journey that not only enrich the ending but in many ways define it.”</p>
<p>Science fiction is largely based on the notion of an alternative future world. Consider this futuristic present the big flourish of the magic trick and everything up until then, the buildup. Since time isn’t restricted to a fixed line in the sense that there is only now and the future, but infinite points in time in between, this journey is happening now and will continue to happen forever. It’s up to designers to consider our role in delivering magical flourishes for the alternate worlds of tomorrow. Without props, there could be no magic trick. That is certainly not to say, however, that by simply having props, you have a magic trick. The props serve as vital, tangible ingredients in the total experience of a trick, but they alone do not add up to a series of interactions that comprise an experience. Claiming such a thing would be to ignore other crucial components such as the magician, the stage and architectural context, the crowd of fellow wonderers around you, and perhaps above all, the theatrical trickery of a good magic show. This is not to say that well considered interaction design MUST employ trickery, but what if it did share more similarities with magic shows? How could we begin to think about designed objects as part of a &#8220;service and people&#8221; economy the way props are part of a magic performance? Consider the three acts of a classic magic trick (as portrayed in the movie, The <a href="http://www.youtube.com/watch?v=a1AqrIkD7vU">Prestige</a>):</p>
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<li><strong>Act 1: The Pledge</strong> -  The magician shows you something ordinary, but of course, it probably isn&#8217;t.</li>
<li><strong>Act 2: The Turn</strong> &#8211; The magician makes his ordinary something, do something extraordinary. Now you&#8217;re looking for the secret, but you won&#8217;t find it.</li>
<li><strong>Act 3: The Prestige</strong> &#8211; This is the part with the twists and turns, where lives hang in the balance, in which you see something shocking which you&#8217;ve never seen before.</li>
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<p>What if designed experiences followed this pattern (minus the life-threatening bits in the third act, of course)? Perhaps designers can integrate aspects of this time tested process into the design of every things. To take users to a new depth of wonderment where anything seems possible.</p>
<p>Arthur C. Clarke knew that science fiction fans were seeking “immersive fantasies. They wanted warmly supportive subcultures in which they could safely abandon their cruelly limiting real-life roles, and play semi-permanent dress-up…”</p>
<p>as <a href="http://en.wikipedia.org/wiki/Bruce_Sterling">Bruce Sterling</a> notes in his essay, <a href="http://interactions.acm.org/content/?p=1244">Design Fiction</a>. He knew that in order to make his fantasies truly immersive, though, he would have to stay somewhat grounded in contemporary notions of the future, reflecting upon today while extrapolating into tomorrow. To inspire readers to speculate on how things are and wonder how they might become something else. Maybe, even to motivate the designers out there to take charge of defining the steps in between today and tomorrow.</p>
<p><object width="600" height="365" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/U6spr_kojdg&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed width="600" height="365" type="application/x-shockwave-flash" src="http://www.youtube.com/v/U6spr_kojdg&amp;hl=en_US&amp;fs=1&amp;" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object><em><br />
Microsoft plans to have its <a href="http://www.xbox.com/en-US/live/projectnatal/">Project Natal</a> available for Christmas later this year, proving that experience designers ARE working on delivering tomorrow to today&#8217;s holiday shoppers. If it works half as well as all the press videos make it look, it will be the most magical gaming system of all time.</em></p>
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<h2>Interacting with a thing rarely happens all at once and then is over</h2>
<p>It tends to happen over time, or at least can be broken down into a series of interaction events. Each of these events presents an opportunity to elicit the same sense of wonder and joy of a good magic trick, or the end of a great chapter in a science fiction novel. “What will happen next?” the makers of these things want you to ask. “How will this end?” “How does it all work?” Magic and science fiction both typically do a wonderful job at this, but what about design? Why can’t our everyday experiences push our mental boundaries of what is possible today and make us wonder more often &#8211; what will tomorrow be like? What will the next century be like? I propose we follow Julian’s lead and “throw out the disciplinary constraints one assumes under the regime of fact” and allow our minds to wander. Wander to a place where robots, ray-guns, time machines, artificial intelligences, nanotechnology, and magic abound. Let us all wander, to tomorrow.</p>
<p>Top image: The Prestige</p>
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