Design frameworks offer substantial benefits to all parties involved in creating high quality user experiences for products, services, digital media, and the emerging interaction spaces of augmented reality, ubiquitous computing, and cross-media. Frameworks allow designers to better adapt to the rapid shifts in the digital environment by leveraging increasing modularity, granularity, and structure, and accommodating the far-reaching changes inherent in the rise of co-creative dynamics. This presentation - part of a full-day workshop delivered at the 2009 & 2010 Information Architecture Summit - identifies the elements common to all design frameworks, and offers best practices on effectively putting frameworks into practice. Altogether, it is a short course in the creation and use of customized design frameworks.
7. Framework:
“A structure for supporting or enclosing something
else, especially a skeletal support used as the
basis for something being constructed.
A fundamental structure, as for a written work.
A set of assumptions, concepts, values, and
practices that constitutes a way of viewing reality.”
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23. “A structure for supporting or enclosing something
else, especially a skeletal support used as the
basis for something being constructed.”
= Tangible Components
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24. “A fundamental structure, as for a written work.”
= Relationships
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25. “A set of assumptions, concepts, values, and
practices that constitutes a way of viewing
reality.”
= World View
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27. Relationships
Standardized connectors, angles
Ranks, unit structures, orders
Precedence, inclusion, hierarchy
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28. Worldview
Bright colors! Geometric shapes!
Everyone is the same hat size...
Organization & management via
training, discipline, command.
Design complex information
spaces using standard elements.
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29. LinkedIn Facebook delicious
Netvibes Pandora Upcoming
Flickr BaseCamp dopplr
MS Sharepoint Blip.fm Etsy
Yelp MySpace CafePress
Blogging YouTube Lulu
services
GoogleMaps Twine
CM Systems
Wikis digg
Ning
Intranets Twitter
Balsamiq
RememberThe friendfeed
Yahoo Pipes Milk
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31. Web 1.0
Centralized
Structure
Organization
Architecture
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32. Web 2.0
Decentralized
Flows
Participation
Interaction
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33. Modularity
“...the degree to which a systemʼs
components may be separated and
recombined.”
“both the tightness of coupling between
components, and the degree to which the
“rules” of the system architecture enable
(or prohibit) the mixing and matching of
components.
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37. Digital Identity Public
Chi.mp
Work
Friends
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38. New Contexts
Ubiquitous computing
Augmented reality
Games vs. reality inversion
Digital singularity
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40. Siftables
Siftables are cookie-sized computers
with motion sensing, neighbor
detection, graphical display, and
wireless communication.
They act in concert to form a single
interface: users physically manipulate
them - piling, grouping, sorting - to
interact with digital information and
media.
Siftables provides a new platform on
which to implement tangible, visual and
mobile applications.
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42. Co-creation & DIY
Low-cost, high-quality tools for digital & physical creation
Producer vs. consumer distinction dissolves
Management and organization structures change
Open Source, Open Data, Open Stack,
CopyLeft, Creative Commons
Ecologies of Co-creation
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43. Design Complexity
Ubicomp
Seatbelts,
Frak Me!
please.
Contexts
Are We
Cake!
There Yet...
DIY / Fab
Co-creation
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47. “The systems we keep will be hybrid creations. They will have a strong rootstock of
peer-to-peer generation, grafted below highly refined strains of controlling functions. Sturdy,
robust foundations of user-made content and crowd-sourced innovation will
feed very small slivers of leadership agility. Pure plays of 100% smart mobs or
100% smart elites will be rare.
The real art of business and organizations in the network economy will not be in harnessing the
crowd of "everybody" (simple!) but in finding the appropriate hybrid mix of
bottom and top for each niche, at the right time. The mix of control/no-
control will shift as a system grows and matures.”
Kevin Kelly The Bottom is Not Enough
http://www.kk.org/thetechnium/archives/2008/02/the_bottom_is_n.php
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49. Managing Complexity
Ubicomp
Seatbelts,
Frak Me!
please.
Fr
am
Contexts
ew
or
k
U
til
ity
Are We
Cake!
There Yet...
DIY / Fab
Co-creation
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51. Downstream
Leverage
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52. Simple elements:
Rich experiences
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53. Potentiality
Components
Framework
x = Possibility
Space
Relationships
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54. Spore
Over 1.8 million creatures
created by people using the
Spore Creature Creator.
..more than the number of
known species in the world
(1.5 million)!
EA was hoping to get 100,000 creatures uploaded by
players with the Creature Editor by September. They hit
that number in 22 hours.
E3 2008: More Creatures in Spore Than in Real Life
By Sam Kennedy, 07/14/2008
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55. Co-Creation
Possibility Space
Instance
Co-creators
Instance
Co-creators
Instance
Co-creators
Instance
Co-creators
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56. "I created the platform, and
then I got out of the way.
Sometimes the best thing you
can do is get out of the way.''
Craig Newmark
http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2004/10/10/LVGU693SFD1.DTL
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57. Frameworks
allow
$ designers to
sell higher
value
services.
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59. Pick an experience
What is it ʻmade ofʼ?
How do these things relate?
What does it include / exclude?
Is it closed, open, other?
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63. Relationships
Linking
Stacking Grouping
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64. Scope
Data
Governance
User Experience
Business Logic Functionality
Administration
Application Logic
Social Dynamics
Narrow* Broad*
*Depends on your viewpoint!
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65. Boundary(s)
Closed
unbounded Open
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68. What is it meant to do?
What kind is it?
Who is it for?
What does it depend on?
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http://www.flickr.com/photos/kongtat/2824592926/
These guys were very good at working with modular components to create high-value user experiences.
None of them have jobs anymore.
How can we avoid this fate?
Example frameworks: real world and otherwise
http://www.answers.com/framework
New contexts like emerging media and interaction spaces make design more challenging.
http://www.flickr.com/photos/27032340@N00/428068243/
Ubicomp & devices
http://siftables.com/
Design is no longer a gate-keeper to creating experiences.
Web 2.0, culture of contribution, self-publishing
Commoditized design, development & manufacturing
‘Shadow IT’
Open Source & public data sets
APIs, Web Services, SOA
Mashup infrastructure: Yahoo Pipes, Google Gadgets
Physical goods: fab, ReadyMade, Make
Addressing new contexts and creators while remaining in full control greatly increases the complexity of design