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Michele Tepper

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Foursquare's ambidexterity

Foursquare just hit ten MILLION users. And they’ve just rolled out a new version of their iPhone app. Despite being a 4.3 rather than a 5.0 release, I think it’s a major step up in functionality.

First, it’s so much faster. Foursquare has become almost unusably slow; this release is not only faster on the backend, the interface feels faster, with the check-in button available from the top level of the interface, and better feedback when check-ins are being processed. 

Foursquare 4.3 for iPhone screenshot from the Foursquare blogSecond, my favorite part is where they chose to put that top-level check-in button: in the middle. Most mobile applications still put the default action at the far left of the screen: that’s where the Twitter iPhone app puts the “new tweet” button, for example. That works great for right-handed users, gripping their phones in their right hands: it’s perfectly positioned for that right-handed thumb. For a left-handed person like me, though, it’s literally a stretch: my thumb has to pull all the way back to the palm to tap. (That’s why I loved the Twitterific iPhone app: it had a left-handed option that reversed the order in which items appeared on the nav bar. When Twitterific dropped that feature, I dropped Twitterific.)

Foursquare’s solution is so obvious in retrospect, I am kicking myself for not having seen it. Put the default action in the center of the screen. You need to give it a little bit more visual priority so it’s easily understood and targeted, but this simple step makes it equally accessible to left-handed and right-handed users. It’s a great idea, and one I fully intend to build on in the next mobile app I make. 

(It’s also another great story about how building for the minority case makes for better design for everyone; the new Check In button makes it really clear what you’re there to do, even after that initial pop-up goes away.)

I’m guessing there’s a left-handed person on the Foursquare core team, and to that person I say, thank you, from the bottom of my thumb. 

 

tags: foursquare, handedness, mobile
categories: Interaction design
Wednesday 06.22.11
Posted by Michele Tepper
 

Epic games

I didn’t find out about the City of Epic Kickstarter campaign until about half an hour before it closed, or I would have mentioned it sooner. But it’s worth talking about and keeping an eye on even if you aren’t a donor.

“Gamification” has been a buzzword in interaction design for a couple of years now, inspired by the success of Foursquare and similar systems that give you points and badges for achievements. There’s some evidence that adding game-style features to behavior modification systems works; Gretchen Anderson has done some great work on how to think about these features as you build your system. But, like with 3D movies and bacon-flavored everything, there’s been a backlash: too many people have slapped badges and points onto otherwise undistinguished apps and hoped those tricks would rescue the experience, so now people new greet points systems with some understandable skepticism.

What I like about Kelly Maguire and Katherine Ramos’s take on games is that they are approaching it from the other direction. Having gotten started by competitively checking in at the gym on Foursquare, they understand the value of points systems, and where their impact starts to wane. So they decided to try to start from the other direction - create a good game, and layer real-world achievements into it. I am not sure whether this will be a harder or easier thing to do, but it certainly distinguishes them from the pack.

I have some confidence that they’ll be able to pull it off from having met Kelly Maguire through a close mutual friend. Kelly’s best-known project is the Tinysaur, a set of teeny tiny laser-cut make-your-own-dinosaur kits. Making the Tinysaur required technical skill, a creative vision, and most of all a sense of the value of delight for its own sake. A tinysaur is just a ridiculous thing, but you can’t help smiling at those photos. Delight is too often undervalued and underconsidered as a design element; the fact that City of Epic is already delightful (watch that Kickstarter video!) makes me very happy indeed.

Kelly is also the co-creator of the Indie Crafts Shows directory site, now five years old, which means she knows something about building for, and sustaining, a community as well, which will be a critical piece of the puzzle. I don’t think that the game will stay thrilling forever - games, like stories, have an end. But Katherine is right when she notes on the company blog that motivation and consistency are key factors to starting a workout routine. Giving people a reason to build that consistency in the early weeks and months, before they start seeing results, is something City of Epic could be great at. What it will need as it grows is a way for people who have built that consistency, who have that routine, to want to stay engaged. A MMPORG designer once told me that most of their subscribers, after a certain plateau of success, are just there to hang out with their friends; Katherine and Kelly will have to watch to see what the City of Epic equivalent of that is, and figure out how to design for the person who is happy going to the gym twice a week but doesn’t necessarily want to do more.

The Kickstarter campaign is over, and successful, and Kelly and Katherine are off working on the beta. But I am sure if you were to contact them about adding a late donation, they would be interested in talking further.

tags: cityofepic, games, gamification, kickstarter
categories: Interaction design, Technology
Sunday 06.19.11
Posted by Michele Tepper
 

Bloomsday in bloom

June 16th is Bloomsday, the worldwide lit-nerd holiday celebrating the anniversary of the events in James Joyce’s Ulysses. All over the world, and all over the Internet, people are re-enacting the novel’s events, tracing its route through Dublin, and taking part in readings of selections from the book. This year is the 107th June 16th since 1904, when the novel takes place. It’s the 89th one since its 1922 publication. But it’s only the 57th celebration of Bloomsday as a public event.

The first Bloomsday was a walk through Dublin, stopping at the various landmarks visited by Leopold Bloom and Stephen Dedalus. It was organized by two men - John Ryan, a central figure in the Dublin literary scene as an organizer, booster, and tastemaker, and Brian O’Nolan, better known to history as Flann O’Brien.

John Ryan, Anthony Cronin, Brian O’Nolan, Patrick Kavanagh, Tom Joyce. Image from Wikipedia.

Who is Flann O’Brien? Probably the greatest Irish writer almost entirely unknown outside of Ireland itself - an early postmodernist and a savage critic of Irish culture’s self-mythologizing tendencies. In the most straightforward of his books, the Irish-language The Poor Mouth (An Béal Bocht), no sacred cliche of the Gaelic Renaissance is left unskewered; in the protagonists’ hometown of Corkadoragha, the suffering of the Gaelic people is so wretched and unmitigated it drives even those searching for an authentic Gaelic experience away.  

O’Brien had a fraught relationship with Joyce and his long literary shadow, as anyone unlucky enough to be an experimental Irish novelist writing in the 1940s and ’50s would have to. On that same June day in 1954, O’Brien, who wrote a newspaper column under yet another pseudonym, Myles na gCopaleen,
not until James Joyce came along has anybody so considerably evoked depravity to establish the unextinguishable goodness of what is good.
which is as apt a comment on the novel as you’ll find on this anniversary. But he also takes him to task: 
Joyce was in no way what he is internationally claimed to be—a Dubliner. In fact there has been no more spectacular non-Dubliner…. Joyce was a bad writer. He was too skilled in some departments of writing, and could not resist the tour de force. Parts of “Ulysses” are of unreadable boredom…. Joyce was illiterate. He had a fabulously developed jackdaw talent of picking up bits and pieces, but it seems his net was too wide to justify getting a few kids’ schoolbooks and learning the rudiments of a new language correctly.
In O’Brien’s last novel, The Hard Life, Joyce appears as a character - not as an internationally renowned avant-gardist, but as an assistant barman in Skerries, who has no idea that books called Ulysses and Finnegans Wake have been published under his name; as nice an example of anxiety-of-influence wish-fulfillment as you could hope for.

 

The Brooklyn Lyceum, June 10, 2011So there you have it: Bloomsday was invented by an inveterate marketer for the Dublin literary scene who rescued the door of 7 Eccles Street from destruction and put it on his own pub, and an alcoholic genius who both looked up to Joyce and distrusted his stardom. They set off on the 50th anniversary of the events of the book to retrace its steps in character, aided by the Registrar of Trinity College, one of Joyce’s cousins, and a few younger writers. They made it as far as Ryan’s pub before their alcohol consumption got the better of them, and the tour was left uncompleted.

Do you need to know any of this to enjoy the day? Not in the least. But it might help given the tendency among Joyce’s great admirers, myself included, to make a big fuss over it. I sometimes worry that the hullaballo over Joyce’s greatness makes his work seem even less accessible, more the specialized province of a literati clique, recognizing each other from their stooped shoulders and over-elaborate puns. If you feel intimidated by the cult of Joyce, it can a useful remedy to remember that from the beginning, the idea of a Bloomsday celebration was shaped by people who saw Joyce as fallible, even mockable, and who were skeptical of his fame. People who also saw it as much as an excuse to climb the Martello tower and drink and sing songs as to read the book — which I think Joyce himself, long dead by then, might have approved of.

O’Brien, in the piece quoted above, notes “the utterly ignored fact that Joyce was among the most comic writers who have ever lived.” It’s a fact still often ignored today; partially so that we can bask in the achievement of having conquered Ulysses like some lit-nerd Everest. Comedy doesn’t sit easily with reverence - if it did, perhaps we’d have an International Wodehouse day as well. But I’d encourage you all to remember to take your Bloomsdays unseriously, and skeptically, and possibly also with a pint of plain. Flann O’Brien would have wanted it that way.

 

tags: bloomsday, flann o'brien, joyce
categories: Culture
Thursday 06.16.11
Posted by Michele Tepper
 

The Case of The Traveling Text Message

Last year, the BBC and Masterpiece Mystery aired a new adaptation of the Sherlock Holmes stories called Sherlock. It’s available now on Netflix Watch Instantly, so if you haven’t seen it yet, go check it out.

But I’m not here to talk about how fantastic the concept and the writing are, or how much I love the performances, or even how anxiously I’m awaiting the next series. I want to argue that the thing that makes this series really groundbreaking is something very subtle: the way director Paul McGuigan handles titles.

In a great recent talk at SVA, Tim Carmody talked about the rise of the “diegetic intertitle” as a form of writing we’ve all learned how to read. The earliest silent movies, uncertain of their ability to convey narrative without words, used titles outside of the diegesis: that is, outside of the world created by the story being told. It was D.W. Griffith who figured out that you could use elements within the story as a sort of titling - letters, newspapers, signage and the like.

Image from Tim Carmody

When you see this letter in The Birth of a Nation, you are learning about the visit simultaneously with the characters. The technique allows Griffith to maintain the narrative illusion he’s created, and also gives you, the viewer, a more rich sense of the coming event than you would have gotten from a more traditional title screen.

This way of telling visual stories has worked pretty well for nearly a century, but it’s got its problems. For one thing, it is nowhere near as helpful when the director has to show the text that appears when someone is doing something on a computer screen, or interacting with someone over the Internet. Thus you end up with a long line of movie and TV hackers narrating what they’re doing as they type: gripping drama, right?

The rise of instant messaging, and even more, the SMS, has added another layer of difficulty; I’m convinced that the reason so many TV characters have iPhones is not just that Hollywood thinks they’re cool, but also because the big crisp screen is so darn easy to read. Still, the cut to that little black metal rectangle is a narrative momentum killer. What’s a director trying to make a ripping good adventure yarn to do?

The solution is deceptively simple: instead of cutting to the character’s screen, Sherlock takes over the viewer’s screen.

John Watson looks down at his screen, and we see the message he’s reading on our screen as well.

Now, we’re used to seeing extradiegetic text appear on screen with the characters: titles like “Three Years Earlier” or “Lisbon” serve to orient us in a scene. Those titles even can help set the tone of the narrative - think of the snarky humor of the character introduction chyrons on Burn Notice. But this is different: this is capturing the viewer’s screen as part of the narrative itself [1]

It’s a remarkably elegant solution from director Paul McGuigan. And it works because we, the viewing audience, have been trained to understand it by the last several years of service-driven, multi-platform, multi-screen applications.

Last week’s iCloud announcement is just the latest iteration of what can happen when your data is in the cloud and can be accessed by a wide range of smart-enough devices. Your VOIP phone can show caller ID on your TV; your iPod can talk to both your car and your sneakers; Twitter is equally accessible via SMS or a desktop application. It doesn’t matter where or what the screen is, as long as it’s connected to a network device. Entertainment is probably the leading multi-platform use case: as Terri Senft pointed out to me, the Sherlock viewer could very easily be watching this episode on her phone as well. In this technological environment, the visual conceit that Sherlock’s text message could migrate from John Watson’s screen to ours makes complete and utter sense.

I’m also impressed that Sherlock,having established this device, then manages to use it to advance the narrative by telling us something about the character of Sherlock Holmes. We see his words before we ever see him in “A Study In Pink,” the first episode in the series. When he texts the word “Wrong!” to DI Lestrade and all the reporters at Lestrade’s press conference, the technological savvy and the imperiousness of tone tell you most of what you need to know about the character.

The scene also serves to associate Sherlock, right from the beginning, with the technological. True, that’s not a huge leap for a character who describes himself as a “high-functioning sociopath” and who thinks of his brain as his “hard drive.”[2]  But the additional underlining of this relationship from our first experiences of the character are important in how we form our impression of the man, and how the series strives to make us all think about Sherlock Holmes as very much our contemporary. 

The connection between Sherlock’s intellect and a computer’s becomes more explicit in one of my favorite scenes, later in the episode. Sherlock is called to the scene of the murder from which the episode takes its title.[3] We watch him process the clues from the scene and as he takes them in, that same titling style appears, now employed in a more conventional-seeming expositional mode:


But then the shot reverses, and it’s not quite so conventional after all. The titling isn’t just what Sherlock is understanding, it’s what he’s seeing.

In the same way that text-message titling can take over our screens because whatever we’re watching TV on is just another screen in a multiplatform computing system, this scene tells us that Sherlock views the whole world through the head-up display of his own genius.

This second use of the titling is harder to pull off effectively — in “The Blind Banker,” the only episode of the first season not directed by McGuigan, it turns into a highlight-the-clue device like the one used by Psych. And even episode 3, “The Great Game,” falls back on some “narrate the screen” scenes as Moriarty and Sherlock trade cryptic messages via Sherlock’s website.

But none of that takes away from the achievement, which screenwriter John August calls “the one to beat.” I fully expect the text messaging style McGuigan brought us in Sherlock to become part of the visual narrative vernacular, coming soon to a screen near you.

 —————

[1] Another form of screen-claiming worth noting in passing is the aptly-named “violator” - the popup bugs that appear when the network wants to draw your attention to a different show, or whatever’s coming on next. In those cases, it’s the network prioritizing their claim on your screen over the narrative’s - hence, their annoyingness. Thanks to Shana for the vocabulary lesson.

[2] A brilliant updating from the original “lumber room”

[3] Derived from A Study in Scarlet (1887), the first Sherlock Holmes novel.

Special thanks to Tim Carmody for sending me his presentation to revisit while I wrote this piece.

Tuesday 06.14.11
Posted by Michele Tepper
Comments: 4
 

"We're going to demote the PC"

“Keeping [our] devices in sync is driving us crazy. We have a great solution for this problem. We are going to demote the PC to just be a device.”

- Steve Jobs, WWDC 2011 Keynote

Between iCloud and the Wii U announcement, it’s been a great week for multi-screen experiences. Large players in the industry are getting behind the idea that the system is more important than any given platform. I think this will lead in time to a proliferation of new smart devices, and a whole new range of exciting interaction design problems. 

What I find myself thinking about is some user research I did in 2007 on the future of mobile connectivity. The iPhone was brand new, 4G connectivity was starting to get built out, and we were being asked to think three to five years out, to what the right offering for our client would be as we looked towards a 2010-2013 timeframe.

One thing that we heard over and over again, from interviewees in a range of demographics, was that they wanted an uninterrupted experience across platforms. “Why should I have to learn a different screen layout on my phone than on my computer?” asked one guy.* “It should look the same, it should work the same.”

We put that point into our research and recommendations, and then more or less ignored it. At least for the short-term tools we were building for the client’s initial rollout, there was no way the UI could be the same on a smartphone as on a desktop. And after a long while struggling with the limitations of a mobile screen, we started to wonder - why would you even want that, anyhow?

What I realize this week, looking at iCloud and Wii U and the rest, is that that our interviewee might have been asking for the same UI, but what he really was looking for was the same experience. He wanted what he’s starting to get - the ability to access the same data, the same documents, the features and functionality from one platform to the next, and move seamlessly across them. John Gardner, in The Art of Fiction, says that the writer’s goal is to create “a vivid and continuous dream in the reader’s mind.” We are coming closer - and right on that 3 to 5 year out schedule, no less - to being able to create a vivid and continuous experience. I can’t wait to see where this goes.

 

* All quotations from memory, and guaranteed unreliable 

tags: apple, icloud, multiplatform, nintendo
categories: Interaction design, Technology
Friday 06.10.11
Posted by Michele Tepper
 
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Michele Tepper • User Experience Design & Strategy • Brooklyn, NY