There are two triggers for a heated discussion with designers and creative types: the phrase “design thinking” and Bruce Mau. Both are either considered window dressing on something that doesn’t need it, or figureheads for a movement to make the process of design more accessible to more people, including the people inside an enterprise who may have more money than the guy who needs a new product package or an annual report.
So I’ll take both with a grain of salt and in recognition that there will always be something magical about “design”.
You can give it fancy names or you can claim that EVERYTHING should be ‘designed’, as Mau does, to the point where he applied design principles to how own life (as if choosing what to eat and how to dress were some sort of interface challenge that just needed to be pared down to a slogan or a chart in a note book) but you can still end up with, well, crap.
I mean, who’s to say when something is brilliant design or when it’s merely decoration? Best way to figure it out is to follow the money – sure there will be fads, but is someone buying it on eBay 10 years later at 100 times original retail?
Or even better, judge it for yourself. I mean, have a look at this video of Second Life’s Viewer 2.0:
Design Thinking
So we know good design when we see it, although there’s all kinds of metrics for it – do people buy it, do people remember the messages embedded in it, can they use it without electrocuting themselves.
But behind design is the thinking. And this is the part that’s a little bit like trying to get smoke into a bottle, because the designers would say “design thinking is what designers do, and although design is a discipline, you can’t easily capture the inspiration part.”
And I won’t argue with them. Design thinking is something that comes from experience and work at the craft.
But for the sake of discussion, I’m going to pick up on what Roger Martin says about design thinking and its utility to enterprise:
Design thinking combines inductive and deductive processes (which he calls abductive reasoning) and is the process by which we reach out to something which MAY BE in order to explore it.
But I summarize it this way:
Design thinking is the process of arriving at a vision for a future state which can not be extrapolated from the past. If you can PROVE it, it’s not design thinking. Design thinking generally leads to a model for the future which you could not have predicted from past data.
An example might be, say, the iPod (or its companion, the iPhone). If you were to look at the state of digital music at the time the iPod came on the market, you would have extrapolated from the data that file sharing, swapping, illegal ripping and the inability to monetize all of that activity meant that the access to that music was DRM-free, required massive storage, and would best be suited to the aesthetic of Napster or whatever.
But the iPod projected a different future – one that you couldn’t easily extrapolate from past data.
Now, this is all basic stuff, and I’m sure I’m lecturing to the well educated.
But I’m doing so because I’ve been thinking about where virtual worlds and immersive technologies are AT. And while even a few years ago I would have said that they represented a design which was extrapolated from abductive reasoning about the future, they have now fallen into what Roger Martin would call the great danger for enterprise: continually looping the same data back into the system, and not imagining a new future.
They Buy, Therefore We Must Sell in Order for Them to Buy Again
So let me give you an example of this.
Let’s say you’re looking at a virtual world. You want to improve it. You want to attract more users, grow the platform, and maybe achieve ubiquity one day.
So there’s a few things you can do. You can apply true design thinking, or you can get logical about it and look at the problem, the data, and come up with a solution by extrapolating from it.
But how much data do you look at? Do you look at JUST the data in the virtual world? Or do you also look at data on Facebook, say? Do you map out user experiences based on how people spend time IN the world, or do you map out the experiences based on how people spend their time online?
Let’s pretend that you focus on data IN the world. You start to survey the people who are already there, you collect data, you set up a focus group or two with some people who have never been in a virtual world before, you track their activities.
And the data’s clear: If someone buys something during the first XX hours of being engaged in the virtual environment, they tend to stay.
Or maybe the data says: If you can get someone to invest in the virtual world, by buying a piece of land or home, for example, they’ll stay.
Or maybe the data says: It’s all about the people. If you can get new users to meet someone new (or find something cool, or whatever the metric is) then you can get them to stay.
So you look at your process for sign-up, orientation and navigation and you look at it through the lens of extrapolating from past data: Make it easier to buy, make it easier to have land, and make it easier to find stuff, and you’ll unlock the key to the retention.
Later, you’ll come back to the other side of equation, of course – the “stuff”. Two channels: the new user (henceforth called the “consumer”), extrapolated from past data; and the “stuff”.
You’ll break down the “stuff” into content creator, search, promotion, advertising, media…whatever. But the idea is to try to get the “stuff” matched up to what you extrapolated from the “consumer”, because how could you go wrong?
99 Percent Invisible
Buckminster Fuller wrote that “There are very few men today who are disciplined to comprehend the totally integrating significance of the 99 percent invisible activity which is coalescing to reshape our future.”
And I’m struck by the term “99 percent invisible” because it struck me again today as I read the latest statistics from Linden Lab on the Second Life economy.
Now, I’ve long given up parsing the data. There are others who rip the numbers apart with a lot more knowledge than I do. And I won’t even comment on the fact that the basis for the numbers seems to keep changing – something added, some sink calculated in a new way, whatever.
The number I tend to look at is the one at the top right of my screen that tells me concurrency and it hasn’t really budged for what feels like a year.
But what strikes me about the numbers is that, well, they’re the numbers – and while there’s nothing wrong with measuring some of these good solid things, there’s as much missing as there is presented. And much as Roger Martin suggests we resist the notion that by continuing to extrapolate from past data leads to a loop that increasingly narrows our band of opportunity, I also can’t help wondering about the 99 percent invisible.
How big is the gift economy? How much money are service providers making? How many schools are there in-world? How are people rating their enjoyment? How do they compare it to spending time on their XBox? Would they recommend it to a friend?
What’s invisible is joy.
What’s invisible is the measurement of that feeling that in a virtual world many of us once felt we were participating in the future.
Is it still the future? Or is it just a place to shop and waste some time?
Is there still serendipity and magic? And is that magic sustainable if we continue to extrapolate from the same data?
Mauing Mau
Bruce Mau sketched the following as the model for his Massive Change exhibit:
And today’s version of thinking about virtual worlds is a lot like the circles on the left: Virtual worlds are this nucleus which somehow need to connect to social media, and shopping, and enterprise use and, oh yeah, at the end of it all somehow become embedded in improving the human condition.
But I had come to believe that virtual worlds were prototyping a different future and at a different order – like the circles on the right.
Because if, instead of extrapolating from past data, I were to project a different future for virtual worlds, I would go partly on data and partly on instinct. And while I’ve blogged about these things endlessly, I’ll repeat a few of them here, the designs for virtual worlds where I THOUGHT we were headed:
- The avatar is not an interface. The avatar is a repository for expression and signals of identity. On a Web in which data is scraped, and anonymity leads to eroded trust and misinformation, the avatar engenders another form of discovery. Future systems should honor the power of the avatar to embody spirit, data, trust, privacy, art and personal exploration.
- The future does not include a keyboard. Virtual worlds provide an intuitive gateway into new ways to interact with machines, based upon gestural and other forms of physical expression, and screens that are portable and ubiquitous. Virtual worlds should be built to liberate us from wires and allow us to open portals into PLACE even in the absence of keyboards.
- Virtual worlds provide context. In an information landscape where information is like a rushing river, virtual worlds allow us to put our experiences of that information and of our social connections in a context that can be intuitively understood by the brain. In order to facilitate context, worlds must become untethered from the paradigm of objects, and start to embed information itself as objects that can be manipulated and coded.
- The collaborative and atomic nature of virtual worlds does not just facilitate objects, they facilitate imagination and ideas. The paradigms of search and “space” must be supplemented by the realization that these shared collaborative environments are the site in which ideas and imagination are captured and manipulated. The facilitation of imagination is the reason, not the outcome, and it isn’t restricted to the people rezzing prims.
- Virtual worlds change the concept of story by fully embracing the loss of distance between author and reader, consumer and creator. They are not games, they are platforms from which new archetypes can emerge from the blending of authorial voice and ownership, and content consumption and co-creation.
- Virtual worlds create frictionless economies in which IP and ownership does not need to be sacrificed for the sake of accessibility or modification. These economies can shift from being object based to include a deeper range of creative and imaginative forms.
These aren’t particularly stunning ideas. And they’re being nibbled at around the edges now by other platforms and other technologies.
And that’s the challenge – because while we extrapolate a future for virtual worlds from what happened yesterday, there’s someone out there somewhere who’s developing something new, and tackling these challenges in ways that haven’t been imagined yet, while in a world that was once based purely on imagination, our vision for the future has now become to merely be here tomorrow, which is, certainly, a goal, but one that doesn’t get us where we need to go.
well if your NOT learning and finding almost all the answers about media/man from the past… then youre not looking far enough back, or asking/thinking about the right questions.
oh. and a walkman wher you could BUY a 99 cent single song- vs the 9.99 cassette in 1980? people would have loved it– but thats whay they made mix tapes….
so i have no idea what this “no past” BS is…and ill be at the keyboard for a very long time….
jumping up and down in front of a screen occurs every decade as a fad… from jack la lane and winky dinks to natal and wiis….
interface — requires design. without it.. well.. theres more than enough examples from the age of technology.
Interfaces require design. Design thinking is moving towards an outcome that isn’t what we’d arrive at if we merely extrapolated from past data.
We’re in agreement. I don’t WANT the past to keep repeating itself. I’d like to use design thinking, which doesn’t simply follow the line of history, but gives us a new outcome which we wouldn’t have predicted based on available data.
Available data, as you nobly point out, means that we keep looping the same story. I’d like to come up with a new future which isn’t the same story on repeat.
Interface design is not the same as design thinking.
Jumping up and down in front of a screen may have been a fad and may continue to be, but the way I swipe my hand across the screen of my iPhone has changed the ubiquity and elegance of touch controllers.
the future will always BE just like the past– non uniform in “technogies” and “distribution”– cause US…. thats what humans do.
Interface- as i keep using it is not about a PROCESS of creation or object- BUT the process of INTERFERENCE between human communications.
extrapolation of past data is basically all we can do… future data- well we dont have it yet…;)
WHICH data from the past WE use IS the DESIGN CHOICE… and usaully is the key to success or failure….
Can an outside “force” destroy that chosen design, yes.. but thats dosent make the designed object “bad” or the “process” wrong— shit does happen..;)
as to virtual worlds…i wrote and spoke this a few years ago on a panel.
What will virtual worlds look like in 20 years..? exactly like they looked like 20 years ago…on TV.;)
and they will.;)
http://news.cnet.com/8301-11128_3-20003885-54.html?tag=newsLatestHeadlinesArea.0
althought he sounds a bit “spoiled” IMO.. and blaming “humans” is a bit well- stupid. since well the segway was well..uh not IT..lol and technology isnt always the answer.
but hes making the point i was… the future of humans is not an invention or tool. it never was.
babel:) remember?
I’ll respectfully disagree but as often is the case I think we’re talking past each other. Design thinking, or even design itself, is not purely data-driven. As Roger Martin points out, data is important to the design process but if you need data to PROVE that potential impact of a design then you’re negating the power of imagination, new heuristics and instinct in the design process.
The future can NOT be directly extrapolated from past data. Design thinking is NOT just about choosing which data to look at. Data is important. Choosing what data to look at is important.
But both can be deeply influenced by what we IMAGINE. And Martin and other design thinkers believe it’s the combination of data and analysis, and intuition and imagination which is key to imagining futures which don’t exist yet, futures which don’t repeat past paradigms.
The future may have characteristics that repeat the past, make the same mistakes of the past, or can be extrapolated from past data. But our failure is in thinking that this MUST BE SO.
I’m an optimist, and believe that the conclusion that we are limited in our ability to imagine new futures because of….cultural inertia, wrong choice of data, whatever…is INCORRECT.
I’m not talking about interface design. I’m not even talking about technology. I’m talking about our capacity to ask “WHY NOT”. And asking WHY NOT is not an interface development process, it isn’t data analysis, it’s the act of imagination.
….and maybe, by the way, that’s where I feel the disconnect. I understand your statement:
“What will virtual worlds look like in 20 years..? exactly like they looked like 20 years ago…on TV.;)”
You’ve repeated it often enough.
And I don’t think I’ll ever get it, or agree with it, not as you present it.
Will there be characteristics of past media and the way that humans have used tools and cultural symbols in the past? Yes.
I believe in the concept of archetypes….the repeating of past histories, we go to war and say we will never go again and off we march.
A free society becomes less free and we swear we won’t allow tyranny, and yet we become complacent, as we did the last time, and we are less free.
But the repeating of broad cultural or narrative patterns is not the equivalent of saying that all things repeat, that history is an endless circle.
We will become healthier. We will live longer. We will fly higher. We will eat better. We will tell stories in new ways or with new media.
History can repeat and history can advance us. I believe in progress, and I believe that progress can be both beneficial and damaging.
I’m not a nihilist. I don’t believe I’m on this earth simply to participate in a recycling of everything that came before. I have enough faith in myself and my fellows on the journey that “we learned something from TV and we’ll reinvent it, AGAIN….and these stories will be compelling in NEW ways. We used to use one set of tools and now we use another, and these tools will be interferences but we’ll learn something new from them ALSO. They’ll fail in some ways and repeat past mistakes but they’ll succeed in others. They may shake our cultural inertia or they may calcify it. They may free us or they may shackle us. It’s our responsibility not to constantly moan and bitch and be on guard but to also be optimists and adventurers.”
I realize that there are others who don’t believe that progress is actually possible, and maybe that’s you. I’ll never be able to relate to that attitude, but nor will I ever be able to relate to the Singularity cultists who equate progress on its own with virtue or advancement, because all of our activities need grounding in ethics and humanism.
Journey forward or continually look back. It’s like pining for the days of ’small town America’, the age of the Walkman, the birth of television, or how it felt when VRML came on the scene in the 90s.
I choose to look forward and imagine different outcomes that can’t be predicted from what I also see with the eye that is firmly aware that there’s such a thing as a rear view mirror.
Probability vs. Possiblity is a key to any futurism worth much.
FYI- “We will become healthier. We will live longer. We will fly higher. We will eat better.”
much new research indicates that this generation of “western tech fed” will live shorter lives then their parents… synthetic foods — cheaper but more profitable may not have been healthier for us…western obesity- cancers etc— may all be the realities of many technologies expressed as “progress” ..correct?
fly higher?… we’ll we flew the highest in 1969… in the last 40 years weve actually flown lower and slower…
these are HUMAN designs-human mediations- of the world around us…. what youre not “getting” i think is what im saying is so simple..
humans DO drive the future( with nature still as the ultimate spoiler).. their artifacts/designs/interrfaces/mediations are usually the SAME at the core — HUMAN VALUED BY DESIGN….we dont NEED to ground anything is humanism –and in the past weve shown may times we dont….
We can choose to though…and the best way to come to that conclusion, is not through technologies need to look forward, but looking at the past.
i think you still want to ignore what that rear view mirror is reflecting… thats the allure of the shiny and tech….
i didnt name the post. you cant create tommorow from yesterday;)— you did:)- i just say that if more people thinked, than thunked virtual worlds media could have been part of the common earlier, and like “fire”…with more of a common agreement on its value for both good and bad affects on humans in nature.
“I believe in progress, and I believe that progress can be both beneficial and damaging. ”
ah..
to me.. progress IS only the beneficial.
a damaging effect seems silly to call “progress”.
though both are “process” and its actually “design as process” that has the real value.IMO
the move to the meme of calling “part of it” -”design thinking” has been the error – but i do believe Mau looked at it as a marketing meme. So by nature itll be “softened for a mass grok”
the move to mix up design and art artifacts as outcomes of the same proccess— i dont believe they are.– has also contributed to the current dilema many have separating art from design artifacts.
Humans choose a “process” to mediate the world by… “progress” or not- is just the judgment call;)