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The Convenience Tradeoff
Convenience
If everyone is busy making
everything, how can anyone perfect
anything? We start to confuse
convenience with joy.
Source: http://www.youtube.com/watch?v=VpZmIiIXuZ0
Apple by Design, 2013
Convenience
Convenience
Convenience such as
anytime access and speed
of recovery “was by far the
best predictor across all
information seeking.”
Source: http://www.oclc.org/content/dam/research/publications/library/2011/connaway-lisr.pdf
Dervin & Reinhard, 2006
The 1970s format wars
Sony: Betamax JVC: VHS Quasar: Great Time
Machine
Philips: Video 2000 Sanyo: V-Cord
Quality
Price
Content
Recording time
The 1970s format wars
The principle factor in the success
of VHS was how many times you
would need to change the tape.
Source: James Lardner, Fast Forward: Hollywood, the Japanese, and the VCR Wars, 1987
THE SIREN SONG OF CONVENIENCE
The age of desire
The age of desire
We’re getting close to a science fiction fantasy, where we believe we are
entitled to have everything we desire. This is a credo that’s taking over in
user interface design.
Source: http://books.google.com/ngrams/graph?content=desire+paths&year_start=1988&year_end=2008&corpus=15&smoothing=3&share=
A Flickr obession
A search on Flickr for “desire path” reveals the strange obsession
with unplanned paths across lawns and through the snow,
revealing routes of maximal convenience.
When convenience is in charge
But what happens when convenience is the only factor?
When convenience is in charge
Convenience alone leads to design of questionable value. In such
cases, the focus has typically been on only one type of
convenience, such as time-saving.
Convenience alone leads to dead ends
You don’t need anyone to tell you that these inventions are bad. Yet
it’s worth considering why. It’s all about affordance.
Taxonomy of convenience
Source: http://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=5956
Time saving/ buying
Effort saving
AppropriatenessPortability
Accessibility
Avoidance of
unpleasantness
Six categories of convenience (Yale & Venkatesh, 1986)
How enjoyable/creative is the time
spent? How valuable is the time
taken?
How much easier is a task, thanks
to a product or service?
How much does a product or
service fit a given need?
How much can a product or
service stop an activity feeling like
a chore?
How much a product or service
can be used wherever and
whenever a consumer wants
Affordance
Affordance
The value of a well-designed object
is when it has such a rich set of
affordances that the people who
use it can do things with it that the
designer never imagined.
Source: http://www.youtube.com/watch?v=NK1Zb_5VxuM
Don Norman, 1994
Affordance
Source: http://humansindesign.com/post/6808883501/why-is-this-iphone-from-studioneat-accessory-awesome
Watching movies
Reading the
morning paper
Stop-motion
videography
Long exposure
photography
Mini-computer
Facetime
(Hands free)
Mobile
affordance
• Connection to leisure services
• Workplace and productivity
enhancements
• Connections to friends and
colleagues
• Notifications and active life
management
• News and current affairs
• Life-enhancing ideas and inspiration
• Public safety information
• Government and utility services
• Self-tracking and performance
monitoring
• Handiness and comfort
A non-complete list of the
things a well designed
mobile device should
afford.
Mobile versus
wearable
• All of the mobile affordances still
apply, but in addition:
• Invisible and instantaneous access
to information
• Audio and physical inputs and
outputs
• Instant switch between
public/network/private states
• Secret/subtle relationship with
information sources
Does changing the context
or definition help? What if
we talk about personal or
wearable computing
instead of mobile devices?
Do we think of different
affordances?
The affordance conclusion
We’re going more Not so much
Source: http://en.wikipedia.org/wiki/James_T._Kirk Source: http://whitemenwearinggoogleglass.tumblr.com/
So what?
What does it mean for comms
Most communications decisions are
still made using the paradigm of:
• mass media
• brand control
• bi-directional relationships
What does it mean for comms
We need are entering the age of peer
to peer relationships, which means:
• information flows fast, free
• the public does the talking
• communicators need a new
language
What it means for comms
Skills/knowledge
• Techniques for activating
peer to peer comms
through WOM and social
• Data and insights
• Development and design
• A/B test and learn
Impact
• Value-based
measurement
• Culture of risk
• Managing with less
control
• Structured for
responsiveness
The journey
What is the journey we need to go
on as clients and agencies?
Learn the
language
Practice the
skills
Test and be
ready to fail

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CIPR Social Media Conference 2013 - Pete Sigrist

  • 2. Convenience If everyone is busy making everything, how can anyone perfect anything? We start to confuse convenience with joy. Source: http://www.youtube.com/watch?v=VpZmIiIXuZ0 Apple by Design, 2013
  • 4. Convenience Convenience such as anytime access and speed of recovery “was by far the best predictor across all information seeking.” Source: http://www.oclc.org/content/dam/research/publications/library/2011/connaway-lisr.pdf Dervin & Reinhard, 2006
  • 5. The 1970s format wars Sony: Betamax JVC: VHS Quasar: Great Time Machine Philips: Video 2000 Sanyo: V-Cord Quality Price Content Recording time
  • 6. The 1970s format wars The principle factor in the success of VHS was how many times you would need to change the tape. Source: James Lardner, Fast Forward: Hollywood, the Japanese, and the VCR Wars, 1987
  • 7. THE SIREN SONG OF CONVENIENCE The age of desire
  • 8. The age of desire We’re getting close to a science fiction fantasy, where we believe we are entitled to have everything we desire. This is a credo that’s taking over in user interface design. Source: http://books.google.com/ngrams/graph?content=desire+paths&year_start=1988&year_end=2008&corpus=15&smoothing=3&share=
  • 9. A Flickr obession A search on Flickr for “desire path” reveals the strange obsession with unplanned paths across lawns and through the snow, revealing routes of maximal convenience.
  • 10. When convenience is in charge But what happens when convenience is the only factor?
  • 11. When convenience is in charge Convenience alone leads to design of questionable value. In such cases, the focus has typically been on only one type of convenience, such as time-saving.
  • 12. Convenience alone leads to dead ends You don’t need anyone to tell you that these inventions are bad. Yet it’s worth considering why. It’s all about affordance.
  • 13. Taxonomy of convenience Source: http://www.acrwebsite.org/search/view-conference-proceedings.aspx?Id=5956 Time saving/ buying Effort saving AppropriatenessPortability Accessibility Avoidance of unpleasantness Six categories of convenience (Yale & Venkatesh, 1986) How enjoyable/creative is the time spent? How valuable is the time taken? How much easier is a task, thanks to a product or service? How much does a product or service fit a given need? How much can a product or service stop an activity feeling like a chore? How much a product or service can be used wherever and whenever a consumer wants
  • 15. Affordance The value of a well-designed object is when it has such a rich set of affordances that the people who use it can do things with it that the designer never imagined. Source: http://www.youtube.com/watch?v=NK1Zb_5VxuM Don Norman, 1994
  • 16. Affordance Source: http://humansindesign.com/post/6808883501/why-is-this-iphone-from-studioneat-accessory-awesome Watching movies Reading the morning paper Stop-motion videography Long exposure photography Mini-computer Facetime (Hands free)
  • 17. Mobile affordance • Connection to leisure services • Workplace and productivity enhancements • Connections to friends and colleagues • Notifications and active life management • News and current affairs • Life-enhancing ideas and inspiration • Public safety information • Government and utility services • Self-tracking and performance monitoring • Handiness and comfort A non-complete list of the things a well designed mobile device should afford.
  • 18. Mobile versus wearable • All of the mobile affordances still apply, but in addition: • Invisible and instantaneous access to information • Audio and physical inputs and outputs • Instant switch between public/network/private states • Secret/subtle relationship with information sources Does changing the context or definition help? What if we talk about personal or wearable computing instead of mobile devices? Do we think of different affordances?
  • 19. The affordance conclusion We’re going more Not so much Source: http://en.wikipedia.org/wiki/James_T._Kirk Source: http://whitemenwearinggoogleglass.tumblr.com/
  • 21. What does it mean for comms Most communications decisions are still made using the paradigm of: • mass media • brand control • bi-directional relationships
  • 22. What does it mean for comms We need are entering the age of peer to peer relationships, which means: • information flows fast, free • the public does the talking • communicators need a new language
  • 23. What it means for comms Skills/knowledge • Techniques for activating peer to peer comms through WOM and social • Data and insights • Development and design • A/B test and learn Impact • Value-based measurement • Culture of risk • Managing with less control • Structured for responsiveness
  • 24. The journey What is the journey we need to go on as clients and agencies? Learn the language Practice the skills Test and be ready to fail