UX Week Workshop- Designing Social Interfaces
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- 1. DesigningSocial In using principles, patterns and anti-patterns to create meaningful social user experiences a workshop erin malone & christian crumlish:: 08.26.10
2. A little about us: erin malone@emalone 3. A little about us: christian crumlish @mediajunkie 4. Just what is social? 5. What does social really mean? Community, Living Web, Live Web, Read-Write Web, Two-Way Web Human, Humane, HumanizedSocial NetworkSocial GraphSocial MediaSocial Object 6. You already do social Sign Up, Sign In, Send Invitation, Pro le, Avatar, Presence, Availability, Activity Streams, Numbered Levels, Peer-to-peer Awards, Ranking, Points, Leaderboard, Collecting, Favorites, Subscribe, Find with Tags, Content Lifecycle, Share This, Send This, One-Time Sharing, Social Bookmarking, Embedding, Feedback, Comments, Reviews, Ratings, Favorites, Forum, Public Conversation, Private Conversation, Voting, Edit This Page, Crowdsourcing, Following, Filtering, Recommendations, Contacts, Find People, Unfriending, Stalking, User-Created Groups, Community Guidelines, Report Abuse, Check In, Face-to-Face Meeting, Calendaring, Reminding, ...and many more 7. Designing social requires different thinking photo erin malone 8. New social media : still awkward 9. User = singular, Social = pluralSolitary activities: user interfaces reading headlines displayed on a website relatively easy to measureSocial activities:social interactionsengaging with other people through a web applicationmost effectively mediated by social objects 10. Defining the foundation 11. The EcosystemSocial Objects 12. The Social Object, in a nutshell, is the reason two people are talking to each other, as opposed to talking to somebody else. 13. Social Networks form around Social Objects, not the other way around.~ Hugh MacLeodGapingVoid.com 14. Make sure there is a there there. Whats your social object? photos erin malone 15. ContextThe end delivery of your product changes the types of interactions to develop and speci c features to take advantage of 16. For the people, by the people photo from ickr by Shermeee photo from ickr by sandesigns one of a kind Who you target can and will affectthe features you choose to develop photo from ickr by ssebastien.b 17. The FoundationSocial Networks Need Social ObjectsContext MattersMake Decisions for a Core Audience 18. FundamentalPrinciples 19. Pave the cowpaths 20. Dogster started as a photosharing service. Shifted focus to pets once company saw people were primarily uploading pics and talking about their dogs. 21. Talk like a person 22. Do you want to talk to your customers like this? Or like this? 23. Talk like a person Conversational Voice Self-Deprecating Error Messages Ask Questions Your vs. My No Joking Around 24. Enter textPlay well with others. Be open. here 25. Embrace open standards Share data outside of the bounds of your application Accept external data within the sphere of your application Support two-way interoperability 26. Learn from games photo by kurtxio 27. Learn from gamesWhat are GameMechanics? The systems andfeatures that makegames fun, compellingand addictive.~Amy Jo Kim 28. Learn from games Game MechanicsCollectinggives bragging rights,encourages completion Pointsgame points by systems,social points by others,drives loyalty, drives behaviorunlock new powers or access Feedbacksocial feedback drives engagementaccelerates mastery and adds fun Exchangesstructured social interactionsexplicit or implicit Customizationcharacter or interface 29. Respect the ethical dimension Respect the ethical dimension 30. Respect the ethical dimensionSome of the forces that must bebalanced, to apply many of thesepatterns, involve ethical dilemmas 31. Five principles Pave the Cowpaths Talk Like a Person Leverage Openness Where Possible Learn from Games Respect the Ethical Dimension 32. Exercise 1 Define your social object, target audience and delivery method. Which principles are relevant? Do all five principles apply? Decide on your social object. Sketch ideas with your team. Think about the principles we have discussed so far. How might they play out?What type of community do you want to foster? Discuss with your neighbors, make suggestions to each otherList potential features on sticky notes. 33. Break 34. Just what are patterns? 35. rief BHistoryChristopher Alexander: architect 36. rief B History 1977 / 1978 publishes Identified patterns in architecture Approaches building in a human/e way Considers context of use for every solution Its a design vocabulary, hence pattern language 37. rief B History Patterns In Software ComputingWard Cunningham & Kent Beck use Christopher Alexander 1987 as a model to develop a small pattern language for SmallTalk1995 Gang of Four publish Design Patterns BookPatterns In User Experience DesignJenifer Tidwell presents an interaction pattern library, called 1997 Common Ground, at CHIMartin Van Welie, releases the his pattern library, one of the first to 2000 bring it onlineDesign of Sites is published by Douglas Van Duyne, 2002 James A Landay and Jason Hong 2004 Internal Yahoo! Pattern Library started 38. rief BHistoryPatterns In User Experience Design Jenifer Tidwell publishes Designing Interfaces2005 Yahoo! brings their interaction pattern library open2006 along with the YUI component libraryDesigning Web Interfaces, by Theresa Neil and Bill2008 Scott and Designing Gestural Interfaces, by Dan SafferDesigning Social Interfaces, by Erin Malone and2009 Christian CrumlishExplosion of pattern libraries on the web for web2010 and mobile (list in appendix slides) 39. Pace Layers 40. The fast parts learn, propose, and absorb shocks; the slow parts remember, integrate, and constrain. The fast parts get all the attention. The slow parts have all the power. Steward Brand, The Long Now Foundation 41. Content Front End Code Interaction Specs Interaction Patterns Visual Design Infrastructure / PlatformsThe fast parts learn, propose, and absorb shocks; the slow parts remember, integrate, and constrain. The fast parts get all the attention. The slow parts have all the power. Steward Brand, The Long Now Foundation 42. Dont embed services in structure, otherwise you have to tear the house down to fix them when they break. A design welcomes change or fights it. ~ pixelcharmer 43. Pattern Definition for Interaction DesignPatterns are optimal solutions to common problems in a context. Interaction Design Example: Problem Large amounts of data. User needs to see details but wants context of overview dataSolution Overview panel Detail pane 44. The Structureof Patterns 45. 5 parts of a design patternProblem What does the user want? 46. 5 parts of a design patternWHAT What does the user want? 47. 5 parts of a design patternWHAT What does the user want? Examples An archetypal example of the solution 48. 5 parts of a design patternWHAT What does the user want? Examples An archetypal example of the solution Context When to use it 49. 5 parts of a design patternWHAT What does the user want? Examples An archetypal example of the solution USE WHEN When to use it 50. 5 parts of a design patternWHAT What does the user want? Examples An archetypal example of the solution USE WHEN When to use it Solution How to meet the users needs 51. 5 parts of a design patternWHAT What does the user want? Examples An archetypal example of the solution USE WHEN When to use it HOW How to meet the users needs 52. 5 parts of a design patternWHAT What does the user want? Examples An archetypal example of the solution USE WHEN When to use it HOW How to meet the users needs Rationale Why is this a good solution? 53. 5 parts of a design patternWHAT What does the user want? Examples An archetypal example of the solution USE WHEN When to use it HOW How to meet the users needs WHY Why is this a good solution? 54. 5 parts of a design patternWHAT Examples USE WHEN HOW WHY 55. Patterns vs. Specs PatternsSpecs a generalized set of considerations detailed instructions that de ne thesolution can be interpreted multiple ways have a slow rate of change the ONE way you are going toimplement technology agnostic may change frequently depending onchange in technology generally taking advantage of atechnology (i.e. ash or ajax or java) 56. Not the last word but a great place to start 57. Practices or the social patterns in contextor a brief tour through 96 patterns 58. High level buckets 59. High level bucketsRepresentations of the Selfself-expression, identity, presenceSelf Activities involving social objects Activitiesone to one, one to many, many to many CommunityCommunity as expressed by relationships, location and model citizenship 60. Self 61. Welcome people to the party Registration Sign In Welcome Area Invitations Private Beta Reengagement Authorize http://www. ickr.com/photos/pasotraspaso/1408057351/ 62. The Usage LifecycleSupport activity your usersare already doing around diagram Joshua Porteryour social object Designing the Social Web bokardo.com 63. Sign InWhatUser wants to access their personalized information or anapplication that is stored on the host site. Use When Use when personal data needs to be stored or whenthere is customization or personalization unique to theparticular user. Use when the site is a repository for user generatedcontent and the submissions or les need to beidenti ed and/or managed by the author. Use when there are security or privacy concerns andthe user's data needs to be protected. 64. Welcome AreaWhatA user registers for a new serviceand needs to have a sense of whatcan be done at the site and how toget started. Use When Use this pattern when a new userrst accesses the site. Use this pattern to acquaint theuser with important or usefulfeatures. 65. AuthorizeWhatThe user wants to participate on a site bybringing their data and les over fromanother site. Use When Use this pattern when features on yoursite are enhanced by accessing dataand les from another site (Site A). Use this pattern when user generatedcontent or data on your site has thepotential to enhance or enable othersites that your users may beparticipating in (Site B). 66. Give people a way to be identified 67. Give people a way to be identified & to identify themselves 68. Give people a way to be identified & to identify themselves Attribution User Cards Avatar Re ectors Pro le Pro le Decorating Personal Dashboard Testimonials 69. AttributionWhatA content consumer needs to understandthe source of a contribution and thesource of a contribution needs to receiveproper credit for his post. A user needs toassign her public identity whencontributing content or joining an onlinecommunity.Use When Use when contributing content, joininga community, or editing a publicpro le.Identity doesnt alway have to manifest itselfin a complicated or robust pro le.Be appropriate for your context. 70. User CardsWhatA person needs more informationabout another person in an onlinecommunity without interrupting his orher current task.Use When Use an identity card wherever auser's display image or display nameis shown. Use when additional informationabout the participants is desired (incontext) without adding clutter tothe screen.Identity doesnt alway have to manifest itselfin a complicated or robust pro le.Be appropriate for your context. 71. AvatarsWhatA user wants to have a visualrepresentation of themselves as part oftheir online identity.Use When Use this pattern when the user wants tohave a visual associated with theiridentity.Identity doesnt alway have to manifest itselfin a complicated or robust pro le.Be appropriate for your context. 72. ProfileWhatThe user wants a central, public location to display allthe relevant content and information about themselvesto others both those they know and those they dont. Use When Use this pattern when your site encourages a lot ofuser-generated content and you want one place toshow a speci c users contribution. Use this pattern when you want to allow users to lookup another user to learn more about them. Use this pattern when you want to allow users toexpress their personality. Use this pattern to allow users to share informationabout themselves to others. 73. Personal DashboardWhatThe user wants to check in and see statusupdates from her friends, see current activityfrom her network, comments from friend onrecent posts and other happenings fromacross her network. Use When Use this pattern when the experience of thesite revolves around the activities of peopleand their networks whether the activitytakes place on the network or not. Use this pattern as a companion to thepublic pro le. You want to encourage repeat usage. 74. Is there anybody out there? Availability Mood Environment Buddy List Statuscasting Microblogging Updates Opt-in Signs of Life User Gallery Whos Here Now Ambient Intimacy 75. MicroBloggingWhatMicroblogging allows users to create shortposts. These are often aggregated into astream (a.k.a. Activity Streams) and canconsist of text, pictures or video. Use When Use as a light alternative to blogging. Use when you want to allow conversationsand real time updates but dont needsynchronous conversations like InstantMessaging. 76. Signs of LifeWhatA person wants to have some indication ofwho else frequents the site she is visiting andthe she isnt alone.Use When Use this pattern to signal the transientpresence of other visitors. Use this pattern to give the current visitor asense that she has company while readingthe blog, especially if she recognizes someof the faces or names. 77. Buddy ListWhatThe user wants a distinct list of people sheknows (friends, coworkers, family) tocommunicate with in real time. Use WhenUse this pattern when offering just-in-timecommunications, suchas instant messaging.Buddy list utilizes concepts like Whos HereNow and Ambient Intimacy 78. Your reputation is equal to the sum of your past actions within a community. ~ Bryce Glass, co-author Building Web Reputation Systems 79. Levels What Participants in a community need some way to gauge their own personal development within that community. Additionally, these same measures can be used to compare members, to understand who has more or less experience in the community.Use When You want to enable consumers to discover and identify high-quality contributors. The community is competitive, but not highly competitive. You want to enable your users to track their individual growth in the community, and suggest ways that they may attain the next level in the hierarchy. 80. Collectible AchievementsWhatSome participants in communities respond toopportunities to earn or win awards that can becollected and displayed to other communitymembers. Use When You want to leverage users' compulsive natures.They may seem silly or trivial, but CollectibleAc...