6.16.2009

iPhone Development

I began reading Dave Mark and Jeff Lamarche's Beginning iPhone Development: Exploring the iPhone SDX last night. They've set up a forum for the book: http://iphonedevbook.com/forum.

What I've learned so far:

  1. must have a mac running Leopard (OS X 10.5.3 or later)
  2. need to sign up to become a registered iPhone developer at http://developer.apple.com/iphone/
  3. must download the free SDX to get Xcode (Apple's integrated development environment [IDE]) and a simulator (to run most iPhone apps on Mac. The free option is a good learning tool, but it does not allow you to download your apps onto your iPhone. It also does not let you distribute your apps in Apple's App Store. To do these things, there are two options: Standard ($99) or Enterprise ($299) programs. It sounds as though I would want the Simulator or the Standard program.
  4. The book also recommends signing up for your program right now. Apparently, the approval process can take a while, although I'm not sure why.
  5. My "oh crap" moment: The book "assumes you already have some programming knowledge." I DON'T! "It assumes that you understand the fundamentals of object-oriented programming.... It also assumes you are familiar with the Objective-C programming language." What??
Anyone else panicking yet?

6.15.2009

Twitter and Interface Culture

While reading the new issue of TIME (15 June 2009), I was struck by Steven Johnson's article "How Twitter Will Change the Way We Live" and his description of Twitter as providing users with a "terrible first impression" but also having "unsuspected depth" and being "strangely satisfying." All of these comments I've heard uttered from first-time Twitterers. He also points out that "the key development with Twitter is how we've jury-rigged the system to do things that its creators never dreamed of."

With no personal knowledge of his earlier work, I began reading his chapter "Infinity Imagined" in his book Interface Culture (1997). Obviously Twitter was not around when he was writing the book, but some of the language he uses seems to foreshadow Twitter. For example,

"the power of manipulation if the sine qua non of the modern computer" (also like how we've manipulated Twitter to be what we want/need it to be)

In describing the future of interface design, he says (in 1997) that "new interfaces will strive for disorientation ... or ... new ways of orienting, so new that they confuse on first encounter." This is Twitter!! He goes on to explain: "The interface subcultures of the future will offend the traditionalists by being too difficult," or "User-hostile." This flies in the face of usability studies and user-friendly interfaces (too difficult rather than ease-of-use). Twitter may make a terrible first impression, but it is challenging us, and that may be why some of us end up liking it.

Apps for Magazines

I've been thinking more about magazine apps, what other magazines are doing, and whether a magazine can be user-friendly on an iphone. One article I read is skeptical about whether replicating print editorial in digital formats will sustain magazine publishing (
http://platform.idiomag.com/2009/05/top-magazine-iphone-apps/), suggesting that magazine apps should be something different or additional to the print-based version.

I'm not sure I agree. Part of the joy of a Kindle is being freed from the need to carry these paper copies around. Wired seems to make a good stab at an app, but it is not a replica of the magazine, but rather product reviews, videos, and blog postings. Texterity (now www.coverleaf.com) is offering (free for now) an iPhone optimized version of it’s online magazine-reading service. No plugins, no flash, just an easy-to-use browser interface. The magazines appear exactly as they would in paper form, only they are searchable, shareable, and linkable.

Other sites I've consulted:
http://www.apple.com/webapps/entertainment/texteritymagazines.html
http://cultofmac.com/magazine-app-is-a-sign-of-magazines-to-come/7527
http://arstechnica.com/apple/news/2008/01/zinio-introduces-iphone-portal-for-popular-magazines.ars
http://www.wired.com/gadgetlab/2007/09/magazines-for-i/
http://info.texterity.com/info/2008GilbaneReport/
http://www.texterity.com/digital_publishing_insights/

Of course, Kindle is already doing this, and amazon.com lists many magazine subscriptions: http://www.amazon.com/Magazines-Journals-Kindle/b?ie=UTF8&node=241646011. If you have Kindle for iPhone, though, and try to buy one of these mags, you get the following error: "Periodicals such as newspapers, magazines, and blogs are not available on Kindle for iPhone at this time." Wonder why?

Zinio promises an app (http://img.zinio.com/iphone/info/), but I can't find it for download, and maybe they've only released the desktop version:
http://www.iphonehacks.com/2007/11/iphone-zinio.html

6.10.2009

iPhones, Mobility, and Blobjects

I am really excited about ENGL 5376. I am totally addicted to my blobject, my iPhone. I do not know how I survived without it, especially during my past classes or May Seminar. I am able to entertain myself, find what's near me, read PDFs before class, look up information, phone my mom, and even read books. I also appreciate that I can do all of this anywhere (thanks, AT&T, for expanding your network).

I had not heard the term blobject before last week. I found a short description on Wikipedia: http://en.wikipedia.org/wiki/Blobject. One of my favorite blobjects at the moment is this cool water bottle. I bought some at the store last week. It's really delightful to hold.


I will admit a little trepidation at the idea of building an app. My amazon.com book FINALLY arrived this weekend, and I stated pursuing Beginning iPhone Development: Exploring the iPhone SDK. It looks hard! Some of my thoughts (dreams?) for apps I'd like to see include, in no particular order:
  • an editor's app: like a Chicago Manual on-the-go
  • Intercom online app
  • app for tracking editorial submissions
  • one email app (like I do with Entourage)
  • parking goddess app (tells you where the closest spot is)
I will keep thinking about these, as they may all be too big for an 8-week course. Thoughts?

3.03.2009

Including and Having “Fun” with Users: Participatory Design and Games

Readings for Week 9: 4 March 2009
Information Manager post:

This week’s readings discuss the importance of and methods for including the user in the design process, particularly though cooperative/participatory design and games.

As I was reading, I became increasingly focused on how these articles could be applied to our research projects, and I couldn’t help but wonder whether having “fun” and including our research participants might encourage full responses/real cooperation from them or, as Bravo suggests, if by leaving the user out we might project bad or unintentional consequences on them. If our research/project/design seems boring or there is no compensation for participants, will we be able to cultivate real cooperation from them? What can we do to foster participation? How can participatory design be used as a research method for TC? How about with your particular research project?

Through example (“horror story after horror story”), Bravo explains the consequences for leaving out the users in clerical work environments, but I think her article rings true for technical communicators and other users as well. She suggests that leaving out the users in the design process is more than just being undemocratic: there are “serious consequences for worker health, human rights, job satisfaction, and also for the work process and the bottom line.” She cites examples of health hazards (eyestrain, headaches, carpal tunnel, stress, heart attacks, nervous breakdowns) as a result of poorly designed technologies and workplaces. She suggests that rethinking jobs in order to incorporate the team approach of participatory design in the decision making process between users and designers is the only way to reverse these consequences. She advises that management needs to allow users to be a part of the process, but that designers need to experience the work as well. She ends with a caution about the difference between making decisions and making suggestions and having power verses having the right to participate. She encourages the audience to let participation include decision making.

As designers and researchers, how might we include and empower our users and participants? How can they help us beyond participation alone? What are the hazards of not including the user in your project?

From the Bødker et al. article, we learn that participatory design was developed in Scandinavia during the 1970s and revised during the 1980s with a “second generation” of projects, of which the Utopia project is best known. From this project’s title, it seems clear that participatory design is considered a democratic philosophy (or ideal) as much as it is a set of techniques or a research method. It is an iterative design process that promotes cooperation between users and designers. The authors describe three techniques to involve users actively and creatively in the design of computer applications: future workshops, organizational games, and mock-up/prototype designs.

Future workshops are divided into three stages: critiques, fantasy, and implementation. The workshops provided participants with an opportunity to critique their current workplace via structured brainstorming; imagine “what if,” fantasy, or ideal work scenarios; and implement solutions. Participants were asked to collaborate in order to come to a collective or mutual understanding of the problems and essential changes. Management was left out of these workshops to encourage freedom of expression amongst the workers.

From the fantasy stage, ideas were taken from participants to create organizational games. According to Bødker et al., games must be: 1) meaningful and relevant, 2) fast and easy, 3) cheap and flexible, and 4) fun. They must also move “from the present situation, via an imagined future, back to reality.” On page 161, the article also mentions using “mock-ups or game-like design sessions.” This description rang a bell for me: “today, many of our techniques use fantasy and imagined futures to move from problems in the present specific setting to reality and specific actions.” This made me think of games and interfaces like Second Life that can be used for learning/knowledge purposes.

Mock-ups and collaborative prototypes serve as a way to learn about and explore the alternatives and fantasies uncovered during future workshops in a real setting. According to the authors, both of these methods work better than traditional approaches because users and designers, with their different qualifications, are actively and creatively involved in the design process. These methods encourage active (hands-on) user involvement, are familiar and easy for users to understand, are inexpensive, and are fun. They also are useful in educating future users who may then become teachers.

Would you be willing to use any of these methods? Why or why not? What are the potential weaknesses of user participation?

The article questions whether cooperative design can be applied in a North American setting, and leaves it to the reader to decide whether it does. What do you think?

One important section of the article discussed the obstacles to user involvement, such as resources, organizational structure and traditions, and conflicting interests. Bødker et al. suggest that, in order to obtain real cooperation, users must be rewarded in some way, either by monetary compensation, reduction in workload, education/knowledge gained, or expert assistance.

As designers and researchers, how do you plan to compensate your users and/or participants? What’s in it for them?

Baranich and Currie offer tips for using games in learning and business environments. Their article echoes the attributes of games from Bødker—that they must have a goal, an objective, a structure, challenges, a way to win, rules, fun, and afterward, a debriefing. They also suggest that games can provide both users and developers/instructors with real compensation: knowledge, motivation, and fun.

Have you ever used games to teach or conduct research? Provide examples.

Of the types of games they mention—icebreakers, simulations, puzzles, exercises—would you be willing to use any of these methods as a researcher? Why or why not?

And just for “fun,” here is an interesting article about Jane McGonigal, director of games research and development at the Institute for the Future, who is bridging entertainment, research, and business: http://www.businessweek.com/innovate/content/nov2008/id20081110_453173.htm