Designing for SpaceTime
The following are notes from the Interaction08 session - Designing for SpaceTime, Building in No Time, presented by Matt Jones of Dopplr. Dopplr is a site where you upload your travel itinerary, share it with friends, and it will show when connections of yours will be traveling to the same or nearby locations.
Notes:
- Practices cybernetic serendipity, patterns to create unexpected and delightful results
- "Serendipity is looking in a haystack for a needle and discovering a farmer's daughter"
- Central object = the trip; where are you going = space and when = time
- Models: we make things to help us understand
- Dopplr: model of the future in spacetime
- Trying to find the perfect line through the world
- Inspiration: Recreating Movement
- How does a view of the past & future affect our interactions?
- Our social realities can be described as: Contextual, Interwoven, Fuzzy, Intertwingled
- Need to get more down & dirty with context; Tufte's recent redesign of the iPhone completely ignores context
- What we believe we cannot prove
- We're not even close to understanding how mobile devices devour our attention
- How to deliver bits of info in the right context at the right time?
- Interwoven + distributed: understanding how the very small has big implications
- Check out: Native to a Web of Data
- Web as coral reef: both architecture and organism
- Dopplr: web of data and movement
- Can we make a web site that no one has to go to?
- Deliver value wherever you need it
- Designing a distributed, interwoven identity
- Trying to focus on delight 1st; ex. hotels putting a rubber duck in your bathtub
- "Rational Delight"
- Fuzziness - no fuzziness on city search. Make a good guess on things based on past patterns; ex. searching for a city gets difficult when you hit N. America where there are 95 different Springfield's
- Ask for help when don't get it right; have users help correct
- Inject fuzziness in other places: you're in Oakland and a friend will be in SF around the same time
- Also show who's leaving or arriving just outside of your dates
- Play to find the perfect line; provide fuzzy ways to help people find the perfect line
- What you can do w/small teams (doesn't scale); main design tool: IM and speaking, continuous discussion; do you need to scale?
- Loves concept models: boundary objects create discussion
- To have 1 good idea you need lots of ideas
- Idea scaffolding: lots of sketching and talking
- You're never done!
- Prototype and test new features quickly
- Use tags to mark new features, versions
- Co-Design
- Constantly shifting, like the Hogwarts staircases
- Choreographer of SpaceTime
- "Creating the controversial conditions for an idea to survive"
- Trying to be more public with their ideas, opening the conversation up to users

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