A few weeks before Christmas, I was at the at Bill Buxton’s talk in Dublin. I met the lovely Martha Rotter from Idea Magazine who asked me if I would mind answering a few questions about User Experience for the upcoming “EXPERIENCE” issue of her publication Idea Magazine.

I was absolutely delighted to reply “Yes” and now a couple of months later, my contriution is featured in their latest Issue 6 in the “Ask The Expert” section.

Have a read, please share and like, and let me know what you think…

Séamus Byrne talks to Idea Magazine about the foundations and benefits of user experience

Posted in Usability, User Experience, User Interface Design, Web Design | Leave a comment

Happy New Year!

My New Years Resolution is to make more music so I’m looking forward to devoting much more time to my new wave band Improbability Drive and to further exploring jazz and blues.

Improbability Drive have “released” a new demo EP entitled Exosphere and features three tracks: Regional Requirements, Arabella and Eternity.

You can listen to these songs at our bandcamp page or on our facebook page

Please let me know what you think?

Peace and Love to you all in 2013,

Séamus

 

Posted in Improbability Drive, Music | Leave a comment

This is my first post on my new Seamus.ws portfolio website, or Seamus.ws II as I like to call it. So much has evolved with online publishing since my original Seamus.ws portfolio website that I built in Flash back in the early naughties.

I’m using two content management systems: the latest version of Joomla for the portfolio content and the latest version of WordPress, as my preferred choice for blogging. I intend to keep adding functionality, content and even branding as, afterall, we are in the age of the perpetual beta, which is indeed the point of this website – a living, on-going experiment.

I would love to hear your thoughts and feedback as this new chapter begins.

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Tonight I will be attending Defuse: Design for Use “4″. This is the fourth year of a great event I co-founded with my #IxDADublin colleagues back in 2009.

I can highly recommend attending not only because it’s the best event during the wonderful Dublin Design Week and its Free, but also because it’s great to see renowned speakers tackling the tricky 5 minute Ignite format, where you have present to 20 slides that are on 15 second per slide auto play.

Good Luck to all of tonights speakers @sugarclubdublin – It’s all about getting the timing right.

Here is my Ignite presentation from Defuse: Design for Use 2, where I had to step in at the last minute for a presenter that dropped out. Enjoy!

Posted in Dublin Design, Storytelling | Tagged , , , , , | Leave a comment

Interaction12BidDocumentPhoto1

The Interaction 12 conference took place in Dublin, Ireland in February 2012. This annual event is put on by the Interaction Design Association (IxDA) and is *the* conference for the global interaction design community.

Interaction 12 was a four day conference for the attendees, but for me, it was a journey that stretched for nearly two years, starting off as bidder and ending up as conference Co-Chair. For me, the story’s epilogue was the recent Dublin IxD12 Redux, which revived many forgotten moments I had from last February’s conference.

So, I couldn’t let 2012 finish without taking some time to reflect, to reminisce, and to… …what is the verb form for catharsis? So, with this blog post I will start to recount my journey for prosperity’s sake, and hopefully, to provide insight to would-be conference planners who would follow in my path.

Interaction12BidDocumentPhoto2

Be Careful What You Wish For

The Interaction 12 experience will always be dream-like for me! When Dublin actually won the bid, to my absolute surprise and delight, my “what if” actualised into a “why not?” in front of my eyes, and the dream became a reality.

To think, that only a few months prior (on the 26th of February 2010 to be exact), conference chair Steve Baty had announced that Interaction 12 would be hosted in Europe. Two months later (on the 7th of April 2010) Steve officially opened the call for proposals for European cities to host Interaction 12. Somewhere inside me a little spark of inspiration ignited a deep felt belief I had: that Dublin was the perfect location to host this conference. This notion had emerged from a variety of thoughts.

In October 2008, I had started IxDA Dublin with Ben Arent, an experience which amongst other great things, spawned the “hottest” annual event at Dublin’s design week: Defuse: Design for Use. During this time, my main mission and role, as a Dublin local leader, was to promote and evangelise design, and especially Interaction Design to my peers in Ireland. I started to discover more and more Irish design organisations and realised I was surrounded by many vibrant and thriving design scenes in Dublin. As my awareness and passion for Irish Design grew, I started promoting Irish Design to a global audience at every opportunity. I even attempted to TT #IrishDesign and #DublinDesign. This evolution led me to think about the possibility of the Interaction Conference being hosted in to Dublin. The whole process started off in my head, as a wacky idea when I was literally walking down the road one day.

Interaction12BidDocumentPhoto3

Then, in May 2010, a few weeks after the call for European cities to bid on Interaction 12 was announced, I was in Lisbon to present a talk at UX-LX. I remember meeting and being inspired by Bill DeRouchey, the co-chair of the (then) recently finished Interaction 10 |Savannah (looking back a somewhat random and coincidental encounter). I returned to Dublin with my mind made up – I had a new mission.

I thoroughly reviewed the bid requirements for the confernece which reaffirmed my idea that Dublin would be an ideal candidate to host IxD12. I saw Dublin’s potential as a global design hub. We have the brains, the talent and creativity is in our DNA. We have the multinationals like Google, Microsoft, Intel, Facebook, Yahoo, Linked In, Twitter etc. We have a very walkable city, with friendly, interactive folks – a truly natural social network. I could go on…

Dublin is not *known* for design. Dublin is like a pint of Guinness. We are renowned for our arts and cultural related offerings: Oscar Wilde, Ulysses, Vikings, Riverdance, U2 – these are the creamy head. But, if you dive beneath the surface, you will discover a vibrant and diverse design scene, that to its detriment, does not promote itself globally enough. I remember hearing Bill Xiao once say at a conference, the Irish ICT scene “is not hiding under the bushel, but burying itself in the sand.”

Interaction12BidDocumentPhoto4

To win the IxD12 bid, I knew the biggest challenge would be finding a design college that would be willing to partner with the conference, which also had a strong interaction design program at undergraduate and graduate level. I spent the next month researching online and asking peers if they knew of design colleges in Dublin that met the requirements. I found several colleges in the Dublin region and throughout the country that had very strong programs. My cold calling of educational institutions began, but to my disappointment, most of the relevant contact folks in the appropriate design departments were on holidays, or sabbatical – it was the Summer, and school was out!

A friend from IxDA Dublin, Celine O’Neill emailed me, stating that IADT was an ideal candidate for a partner design college. I contacted the official at the institution shortly after. I recieved a response immediately:

“Thank you for your message. I am currently away from the office until Wednesday 1st September”.

I had reached the end of the line. The Dublin bid was not meant to be. I gave up on my quest, and carried on with my Summer.

A week later, out of the blue, I received a call from Bernard Mullarkey, Secretary and Financial Controller at IADT. He informed me of their interest in being a partner for the Interaction Conference. He believed IADT were suitable candidates because of their curriculum, vision and overall direction.

Interaction12 Bid Document

Two days later Bernard informed me that he had enlisted the support of The Dublin Convention Bureau, (part of Failte Ireland, the government body responsible for promoting Ireland). A meeting was set up for Thursday the 8th of July between Bernard, the Dublin Convention Bureau committee and myself to begin work on the proposal.

With IADT and DCB involved, I felt that we had a good chance of submitting a strong proposal. We divided up the requirements: IADT worked on the co-host parts, DCB on the Dublin tourism and venue related parts and me on the Dublin Design scene parts.

I requested endorsements from my Irish Interaction Design peers, asking them to state why Dublin would be an ideal location for the conference. I started researching Dublin and Ireland’s Design history and culture. It was through this endeavor I met some fellow Dublin Design evangelists, who had been fighting the good Irish Design promotion fight, long before I ever had:

It truly takes a village. With the help of IADT, the DCB, my Dublin designer peers and Ben Arent, IxDA Dublin put together a wonderful document.

We submitted our proposal the day before the deadline. Our bid was unexpected, our stealth tactics added surprise to the quality of the content of the bid document. We crossed our fingers and hoped for the best.

Within weeks, Dublin was announced as the location for Interaction 12. We had done it!

Be careful what you wish for, it might actually happen, and often does.

Next Time: Well Done! Now, can you help us plan and run the event?

Seamus Byrne at UX-LX 2010

Follow Séamus on Twitter

 

 

 

 

 

 

 

 

 

Posted in Dublin Design, Interaction 12, Interaction Design, Irish Design, IxDA | Tagged , , | Leave a comment

The other night at Lost Society Bill Buxton gave an insightful informal talk about his long career and extensive experience at the monthly IxDA Dublin meet up. I have been a huge fan of Bill’s since I read his wonderful “Sketching User Experiences” which I have added to the book list of the new UX course I will be teaching at NCI.

After his talk I approached Bill to sign my copy of his book. Later, when I read what he had written, I was inspired by his positivity!Bill Buxton signed my copy of Sketching User Experiences

 

 

 

 

 

 

 

 

 

 

 

 

 

Meeting Bill Buxton in Dublin

Posted in Dublin Design, Irish Design, User Experience | Leave a comment

Previously: Storytelling and Technology: Part 1

In my last post, I discussed how storytelling has evolved alongside technology allowing storytellers to re-craft compelling tales in emerging media. We journeyed forward through time, starting with one of civilizations first examples of human storytelling: the cave-paintings in Lascaux, France; and ended up in the 20th Century where a plethora of new media like radio and television emerged.

In this post, I want to highlight an important aspect that all of these traditional forms of storytelling have in common – they all make use of linear narratives.

Everyone from Aristotle to Speilberg has taken advantage of the powerful emotional and mental impact that linear narratives have upon audiences. As humans we are hard-wired to linear storytelling as its form is so close to how we perceive and experience our own lives: as a series of beginnings, middles and ends. Our connection to the ordered sequence of events in a story is copper-fastened by the “plot” which acts as the most important device in creating compelling dramatic action.

Plots tend to use the same framework and devices to generate emotional responses in the audience. It is not so much a formula as a form. The plot starts with a premise or controlling idea and develops through various individual story arcs, as characters experience obstacles, take risks and face crises. Dramatic action revolves around turning points in the plot where characters experience situations that polarise their opinion from positive to negative, or negative to positive. The plot builds up to a climax, where the character of the protagonist is tested, and the moral or key message of the story is revealed.

Narrative Structure

 

 

 

 

 

 

 

 

 

 

Assuming the storyteller has done their job right, in most cases the audience will walk away from the experience of the story with a common emotional response, a central idea, or message and most especially, closure, where the audience subconsciously feels the ending is appropriate based on the characters journey through the plot.

This linear storytelling form has been utilised by story writers and tellers for centuries as its efficacy at impacting audiences is well understood. But something in the last twenty years has radically changed the way stories are told forever.

With the dawn of the digital age, a new idea or concept has emerged in storytelling – “interactivity”. This has transformed how we tell and consume stories and its implications are only beginning to surface.

Next Post: Storytelling and Technology: Part 2

Image Source:  http://www.interfacefictions.com/wp-content/uploads/2009/08/narrative_stucture2.png

Posted in Storytelling | Tagged , , , , , , | 1 Comment

We have been working with WestGlobal on designing the UX and UI of their software, the look and feel of their website, and now we just wrapped up a collaboration with their team on a new promotional video for Vantify, their business transaction monitoring software, entitled Vantify: Revolutionising Monitoring.

Over at WestGlobal’s BTM-Blog, Brian from WestGlobal has written a very insightful article on “Producing an Online Video Campaign”, which I am delighted to feature here on Graphic Mind as guest blog post…

The right kind of video can deliver a message faster and more effectively than pages of web text. But how do you start?

We’ve just recently just finished this promotional video for Vantify. Essentially, it was collaboration between Graphic Mint, our design company, and ourselves.

From this experience, we’ve compiled a short list of considerations when launching a video campaign.

1. Know your Objectives: Individuals will have different idea of what a video should achieve. Getting people to sign off on scripts, or mock-ups, is easier if there is a set of defined objectives rather than a presumed consensus based on informal conversations. Our objectives were:

  • To clearly explain what we do to a general business audience.
  • To display how Vantify differs from other monitoring tools.
  • To encourage our target audience to challenge our claims, and in turn generate leads.

2: Choose a Theme and Write a Script:
We picked “Revolutionising Monitoring” as our theme. We know we have something different, and innovative to offer our customers. We’re up against the big boys in the market, and the differences that distinguish us from the competition often gets lost in a mire of terminology.

The best way for us to convey who we are and what we do was to state it clearly, and honestly. Claiming that Vantify is revolutionising monitoring may seem bold, but it is true. In the past we have been guilty of hiding our light under a bushel, which is counterproductive when the product exceeds expectations.

We are excited at the chance to prove these claims. The language used was intended, in part, to provoke a prospective client into contacting us. This affords us the opportunity to validate the product, and dispel any reservations.

Choosing a theme helped us to focus on the key message, and added an extra punch to our script.

3: Rewrite the Script:
Our first script was bogged down in technical detail, and jargon. This serves only to turn away your audience. The second script still had too much technical detail so we reiterated upon it. Clarity is key, and often in the interest of clarity some cliché’s and cheesiness may be unavoidable!

4: Get the Audio right:
Audio is 50% of the video experience, and sound quality is more important than video quality online. If the sound is rubbish, a high quality picture is irrelevant. The video won’t work.

Although we were happy to have a “Guerrilla” feel to our video (in tune with our “Revolutionary Monitoring” theme) we decided to spend a considerable time recording the audio.

It was important to get the delivery of the narrative right, and to capture a high quality recording. This took a number of passes to get right.  It’s worth investigating into sound compression and video for the web.

5: Get it out there:
It doesn’t have to be perfect, just good enough. The objectives, questions and problems, lessons that were put to one side can form the basis of your next video campaign!

6: Metrics:
You want to know how many people are watching the video, and how each of your promotional channels are performing. In order to track the traffic, we host the video at various URL’s throughout the site, and point our social networks to specific instances of it.

As it stands, Twitter has proved to be the most effective channel. Out-performing Youtube, direct mail and Linked in. However, it is still early days, and all of that may change as the campaign progresses.

Brian McDonagh
Business Development WestGlobal

Feedback (both positive and negative) is welcome, and can be left in the comments section below.

Screenshot from Vantify

Posted in Digital Marketing, Multimedia, Storytelling | 1 Comment

Singularity Reading List

Technology Overloaded

The modern digital designer is faced with a constantly changing landscape of evolving technologies. In order to keep up with this Digital Technology Explosion we adopt a perpetual state of  learning and re-learning, both of the tools that help us to create our designs and the various ever-increasing technology platforms where our designs end up.

There’s nothing wrong with up-skilling and staying up to date with developments in your industry of practice – that is natural. What’s unnatural is the the rate at which we have to keep up.

Behind the scenes, I am haunted by memories of new technical bugs slowing design implementations, emerging product incompatibility after software updates, and having to relearn versions of the same programming language, again and again, just to accomplish the same task.

I am faced with the same old problems like ensuring my designs looks, works and feels great across multiple, always evolving browsers, ever-expanding screen resolutions and a seemingly infinite sea of devices.

Increasingly, I am faced with new problems relating to the emerging and competing mobile application formats, UI languages and social media channels, to name but a few. Add to this design considerations around platform specific characteristics like iOs’s gesture based interactions or its changing device orientation, and the designer’s workload starts to become overwhelming.

It’s becoming near impossible to keep up. Forget about about staying ahead. In a post Moore’s Law world, as we rapidly approach Technological Singularity, and before our digital designer’s brains explode from the complicated complexity of commoner garden design projects – something has got to change…

designing a solution

…and thankfully somethings already are.

Design a Solution

Across the web I see and hear various folks and factions defining frameworks, creating methodologies and starting movements to address the problems of designing during this Digital Technology Explosion. I have decided to jot down a few of these ideas as first steps to create a solution.

Don’t Panic

In the immortal words presented on the cover of Douglas Adams’ Hitchhikers Guide to the Galaxy – “Don’t Panic”. The overarching problem – the Technology Explosion (yes, I do like saying it) – has been identified by the wider community. Framing the problem is half the battle. I recommend adopting a zen like approach. Most of the anxiety is caused by not having enough time to process all the information about emerging technologies. So take a deep breath…

A sketch of a user's technology ecosystem

When in Doubt, Map out the Ecosystem Out

Take some time to inventory and list all the various technologies, platforms, portals and channels your design may appear on. Chunk similar items together into categories eg: smart-phones category. Once you have inventoried and chunked the entities within the ecosystem, it becomes quite clear whom all the players are.

Putting necessary boundaries on a seemingly border-less space will help you to recognise knowledge gaps that you can promptly swot up on, and to identify problem spaces where you can focus on creating solutions.

Reset Client Expectations

It’s time to change our approach with how we engage with stakeholders and clients. Over the past year we have noticed our clients are asking for more and more presence across the various new channels, platforms and portals. These demands are normally a gut reaction panic to their day-to-day exposure of the “Digital Technology Explosion.” Thus, client expectations of their offerings’ user experience continues to grow.

As the technology landscape expands, so does the job spec, but clients don’t seem to expect a rise in scope or price. Make sure you learn to accurately scope design work as it proliferates across new technology platforms. Don’t casually agree to extending platform support for a design beyond your normal capabilities without first considering the scope of the work, how it will effect your design/development process and identifying potential risks to the project’s success.

Practice User Centred Design

Deciding what technologies to design for should be based upon researching and observing real user behaviour with the digital product and/or service. The findings from this research will provide vital information about the context when the product is used, the environments where the product is used and the device upon which the product is used.

This user-centred-design approach, means you are better considering the customer and/or user’s goals and needs throughout their life-cycle and across all touch-points. Ultimately, this leads to a more concrete specification based on real usage as opposed to nice to have business requirements.

Practice Responsive Design

We need to think about our approach to design in general, and begin to create designs that will easily work across multiple devices. Ethan Marcotte in his wonderful book Responsive Web Design says “rather than creating disconnected designs, each tailored to a particular device or browser, we should treat them as facets of the same experience…we need to practice responsive web design.” This method involves the use of CSS3 media queries with fluid grids, and flexible images which create a consistency of an experience across a wide range of devices and browsers.

Tell a Good Story

As I have previously stated in other posts, throughout the history of humanity, storytelling has evolved alongside technology allowing storytellers to re-craft compelling tales in emerging media. This highlights the important role story has to play in our daily lives as its resilience and longevity as a form. Although I am always really excited about emerging technologies such as the iPhone and iPad, I have no doubt that in the not too distant future they will be replaced again by some other technology and story will adapt and evolve once again.

So, the most technologically autonomous area to hone is the story that your design is based on. The story will manifest through the concept and content of the design and will have significant impact on creating a positive (or other) state of mind and user experience.

Know and Apply the Underlying Principles

Technologies, and even methodologies, will come and go so its important to dig deep to learn and understand the constants, the underlying principles, the constraints, and what makes a good design – great! Knowing the best practices of graphic design, interaction design and content strategy will all help to ensure that your design is based on solid foundations and will therefore be more conducive to working across the many platforms, with minimal correction required.

Instead of Scrambling to Keep Up, Learn to Deep Dive

Whats the point of keeping up with everything, when its constantly changing. Unless your role is to focus on one aspect, then its difficult within this ever-evolving progress bar of an industry to stay abreast of every development across all relevant disciplines. Instead, learn to deep dive into topics on an as needed, case-by-case basis. Of course, this relies on you having an understanding of the basic principles of design and technology. Ultimately, it proves more effective when you dont have to continually keep up on topics that you may never have to use again or ever.

Conclusion, for now

There is obviously much more to cover on this topic. I wanted to get the ball rolling by getting my first ideas out. I would love to hear your thoughts on this matter, and how you deal with the Digital Technology Explosion.

Posted in Design In General, Storytelling | Tagged , , , , , | 1 Comment

Fireworks

As the dust settles on Interaction12, I am beginning to process many of the ideas I had been exposed to throughout the conference. Some of these ideas were new to me; some were old skool; but nearly all were mentally stimulating (which I was expecting) and emotionally engaging (which is a welcome bonus).

To me at least, it seems Interaction Design has reached a certain maturity as a discipline. Previously and commonly held, heated topics around correct processes or best practices are beginning to simmer down. Agreement seems to be emergent-ly developing from various practitioners presentations at Interaction Design conferences. This community consensus centres around how to actually “do” this Interaction Design “stuff”. At #IxD12,  presentations were rife with axioms like “there are the ‘three’ types of ecosystem you can have”; “here are the five layers where we can apply Interaction Design”, “this method, has these three steps” etc.

I’m not saying that all the questions have been answered within the discipline, or that there are no more debates to be had– its just, for at least some topics there seems to have been a resolution within the community, and everyone seems to be arriving on the same page. The cards have been sorted by the global group – and its been long overdue.

We as a community – Interaction designers – are beginning to create a common language for ourselves, and starting to speak with the same voice. Interaction Design is finally growing up as a discipline.

As designers, our focus is beginning to naturally shift from the resolved questions to the areas that need work. Increasingly, the black spots and pain points are not occurring within the realm of Interaction Design. The gaps in our well designed systems, behaviours and experiences are occurring from at least two areas: “Content” and “Technology Platforms”.

These areas will need to be further explored by Interaction Designers, at the very least, their impact on design should be well understood.

We are back to the old adage “content is king”, and revisiting principles of designing for many platforms.

Interaction Design is finding its place in the world, but the next frontier is the mastery and streamlining of content, technology, and most importantly where they both meet – sounds like multimedia is making a comeback.

Posted in Interaction Design, Interaction12 | Tagged , , , , , | Leave a comment