How Nokia Failed To Design NFC

NFC

We talk about service design a lot in Design Studies as, apart from anything else, it’s a good way of demonstrating how skills and knowledge from one area (say, interior design or jewellery) can be applied in a seemingly entirely different one.

This anecdote from former Nokia employee Adam Greefield gives a good overview of what service design is, although he doesn’t use the term explicitly, simply calling it “design”.

Nokia: Culture will out « Adam Greenfield’s Speedbird:

Nokia spent many years, and a great deal of money, doing research and development of a technology called NFC, or ‘near field communication.’ NFC really does have the potential to transform all kinds of everyday interactions; it’s essentially a flavor of RFID that allows signals to pass between objects that are brought within close (touch or tap) proximity with one another. It’s the gimmick underlying the phone you’ll buy next year, with which, if you live in the developed world, you’ll almost certainly conduct the lion’s share of your daily monetary transactions.

When I arrived at Nokia, the folks down the road at NRC were very proud of something they’d ginned up: an NFC-equipped, but otherwise entirely conventional, vending machine. At last!, I thought, here’s a concrete step toward the future of everyday transactions. And in what was, from my perspective, the very best kind of context: that of an interaction so banal and unremarkable that it undermined any conceivable charge of utopian handwaving. Whatever frisson of futurism you derive from the encounter quickly subsides beneath the threshold of the ordinary, which — per all my gurus, from Don Norman to Jasper Morrison and Naoto Fukasawa — is exactly as it should be.

Except that, as realized by Nokia, this is precisely what failed to happen. I experienced, in fact, neither a frisson of elegant futurism nor a blasé presentiment of everyday life at midcentury. I was given an NFC phone, and told to tap it against the item I wanted from the vending machine. This is what happened next: the vending machine teeped, and the phone teeped, and six or seven seconds later a notification popped up on its screen. It was an incoming text message, which had been sent by the vending machine at the moment I tapped my phone against it. I had to respond ‘Y’ to this text to complete the transaction. The experience was clumsy and joyless and not in any conceivable way an improvement over pumping coins into the soda machine just the way I did quarters into Defender at the age of twelve.

It’s not that the NFC-based, phone-to-object interaction didn’t work. Of course it did: it had been engineered perfectly. But what it hadn’t been was designed. Those responsible for imagining the interaction apparently wanted to protect users against the (edge case!) contingency of someone making off with their phones and running up a huge vending-machine tab. They failed to understand that, for low-value transactions like this, at least, the touch gesture is a useful proxy for consent — and that if someone’s got physical possession of my phone, I’m likely to have bigger problems than whether or not they order a few cans of Coke with it. A designer committed to the user and the quality of that user’s experience gets this in a way only the rarest engineer seems to. Designers are also, by training and predilection, inclined to design for the usual, where engineers are taught a kind of rigor that compels them to account for, and overweight, low-probability events.

Bottom line: the ‘magic’ of an NFC-based transaction, the ‘surprise and delight’ our esteemed colleagues in Marketing so often demand we wrest out of technological interactions, was foreclosed from the beginning. All of the potential lightness and elegance that would make this not merely a possible way of doing things but a better way was ruled out, by an organization committed to the virtues of engineering rather than those of design.

 

Giving research a design twist

Qin Han, who was recently awarded a PhD in service design methods at the University of Dundee, is familiar to many DJCAD students, especially for the help she’s given them with looking at design research as a visual and creative activity. Before she heads off to pastures new, I managed to get her to write a few words about her approach to design research.

When I say doing research, what comes to your mind first? Scientists wearing white coats in labs? Guys with clipboards on the street doing a survey? Or two people sitting doing an interview with a recorder on the desk? If you think these are the only ways to do research, think again – I mean think creatively.

As designers, we are equipped with wonderful talents and techniques – that is visualising and making things. We are trained to make images, animations, or objects the evoke emotions and interactions. So it is only natural that we take advantage of our skills to make people see, hear, and touch our research as well.

I have been doing research on Service Design for the past three years, and I really enjoyed making it visual and designing my own little toolkits for research. So I’m going to share three of my favourite techniques with you…

Read the whole article for her three techniques

 

911 Services

Sarah Bahari reports on Calling the Emergency Services.

Ram Dantu is leading a group of multi-disciplinary University of North Texas students experimenting on the next generation of 911 services.

‘With grants totaling more than $3 million from the National Science Foundation, Dantu is leading an effort to overhaul the 911 infrastructure to better handle emerging technology, such as Internet-based phones, text messages and phones with photo capabilities. He also is developing software to detect and block spam from overloading the emergency service system and developing technologies to better alert the public to emergency situations.’

emergency

‘Emergency services like 911 have had trouble keeping pace with increasingly widespread technology. Reports of delayed responses, misdirected ambulances and unanswered calls from Internet-based phones to 911 are on the rise.

And, like e-mail, Internet-based phones are vulnerable to spam, which could lead to waves of unwanted phone calls and potentially dangerous service tie-ups that could prevent callers from even getting through to emergency help.’

The team are asking critical questions:

  • How can 911 call centers be secured from outside attacks that would tie up available lines?
  • What can be done to ensure service during large-scale emergencies? How can neighborhoods be quickly notified of emergencies?
  • And how can 911 services for people who are deaf or hearing-impaired be enhanced through the use of video phones?

(Via Redjotter’s Weblog.)

Designers addressing the big social issues of our time

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Participle is one of a new breed of design firm looking at the area of services. In particular, Participle are concerned with public services or, as their website puts it “addressing the big social issues of our time”. Take a look at the site for examples of project like this one the Southwark Circle:

Participle is innovating new approaches to ageing.  Since September 2007 we have been working in a unique public-private partnership with Southwark Council, Sky and the Department for Work & Pensions, to design new services that will improve the quality of life and well-being of older people. Working with over 150 older people, we have developed Southwark Circle, a membership organisation that helps people take care of household tasks, forge social connections and find new directions in life.  Open to all, regardless of levels of need or income, Southwark Circle is a model of how future services might look across Britain.

The reasons for Participle’s interest in this area are simple:

Britain’s population is ageing.  People are living longer and having fewer children.  As a result, older age groups are growing much faster than the rest of the population.  Over the next 25 years, the number of children will increase by 11%, working-age adults by 15%, and older people by 32%. The number of people aged 75 and over will increase by 76%. [...]

Particularly worrying is the issue of care.  How will the country care for the growing number of older people, and who will pay for it?  There is simply not enough resource in the current system to continue delivering the same quantity and quality of care to an increasing number of people with more complex needs. 

[...]

State-funded care services are only a small part of what older people might need and want.  What older people value is a life based on participation and relationships that sustain their sense of dignity and control.  Not having this means that older people are not able to contribute to their fullest extent, and they are more likely to become depressed and unwell and ultimately in need of more care, perpetuating a vicious cycle of dependence.  This leads to increased costs to individuals, their families, and the state, and represents an inexcusable waste of social, economic and human potential.  Existing services and institutions were not designed with participation and relationships in mind as an end goal, and they would struggle to reinvent themselves.  Radical change is needed to address the failings of the current system.

[...]

Participle has developed early answers to these challenges in this project. We have worked with over 150 older people and family members over the last nine months. 

We started the project with two months of user research with older people and their families, generating insights into their hopes, fears, needs and aspirations.  Based on these insights, we generated over 50 ideas for new services.  We decided to focus on a service that would create a rich third age, and we have spent the last five months refining our proposition, developing prototypes of the service and co-designing with older people and their families.  We have tested models of the service with users and recruited people to take part in a rough trial of the service.  We have developed a business case, received initial investment and will start to build the actual service, continuing to test with users over the next few months.  Responding to demand, we plan to launch the service as a social enterprise in Southwark in early 2009.  We also plan to work with additional local authorities to develop a national model.

More information on this and other projects from Participle

Service Design recognised by the Design Museum (at last!)

(Image and tip from Kate Andrews’s blog)

A service design project undertaken by Engine has been nominated for an award by the Design Museum – the first time this growing and important sector of design has been recognised in this way.

Engine write about the project:

Design is more commonly associated with a process that goes on behind closed doors, the result of which reaches the user after it has been produced by industry, crafted my artisans or put together by builders. The special case of the Social Innovation Lab for Kent (SILK) is that the design process is shared with users and providers of public services to create real results that mean more for being reached together.

This is primarily a communication project – from the sphere of service design – that has been developed for Kent County Council by service design company, Engine. SILK was designed as the tangible manifestation of a new way of working for teams and individuals across the Council and the County. It includes a toolkit of methods and techniques, an information sharing platform and a consistent user-led methodology for running projects.

One of the projects focused on the practical challenges fathers face in spending time with their children, looking at how they could be supported. The co-design team developed a new scheme that provides parents with reduced rates on local activities and family related services. By co-ordinating this scheme, the Seashells children and families centre will enable a growing pool of local dads to spend more quality time with their children on their own terms.

There’s a short video about the project available here.

Speaking personally, comparing this project to some of the others that have been nominated, it’s clear that design like this is long overdue a proper form of recognition by the design community – not that it needs it. Good luck to the project when the results are announced.

The Paris greeters who don’t greet

The Guardian reports on an interesting idea to overturn Paris’s reputation as a city of rudeness. Based on an idea tried out in New York, it seems (according to this journalist) to suffer an important lack: friendly Parisians…

In Paris, it’s the people who are perceived to be the problem. So, the aim of the Paris Greeter is to overturn the long-held prejudice about Parisians: that far from being welcoming, they are rude. The association relies on Parisian volunteers to take visitors to their favourite places, sharing their love for the city, as well as tips and addresses. In the website’s own words: ‘Our volunteers … are enthusiastic and friendly; they know Paris well and give their time and knowledge so that you discover their city as a friend would do’.

Being a Parisian myself, I was sceptical. But there was also a faint stirring of excitement. At last, brave Parisians would rise to the challenge of changing our deplorable image abroad! Bravo. I wanted to meet these gentle Parisian souls.

I filled in the form online, gave my contact details, age, gender and interests, suggested four different times of day on four different days over a period of a month to meet, and asked for a French or English speaker. An automatic email informed me that a suitable volunteer would be found and that I should hear from them directly very soon.

I waited. And waited. And waited. Eventually, I got an email informing me that they were still looking for a suitable volunteer. I was so desperate to meet a friendly Parisian that I suggested even more possible dates and times for meeting up. Nothing. I knew it: the friendly Parisian is a myth – even an association whose sole aim is to greet foreigners can’t manage to muster up a single volunteer. It must be a joke: the Parisian greeter who cannot be bothered to greet.

Read in full

Paperless boarding passes

David Shea tried to get on a flight from Canada to the USA recently with a digital boarding pass, using a PDF on his iPhone.

His experience wasn’t unexpected:

Out of the six checkpoints I encountered on my way through the airport, the only one who forced me to fish out my paper pass was a relatively inessential precursory check. And now that I have some actual experience to back me up, I expect that’s one I can talk my way through by showing a bit of confidence in my electronic pass next time.

Still, though I have no doubt we’ll all regularly use electronic passes in the fairly near future, this feels like the early days. I decided to play my experiment as a light-hearted attempt at something new, rather than insisting this was a legitimate method. If it doesn’t work, no big deal, I have paper in my bag I can also show. This attitude likely helped, and will help in the future until this is more common and those working the various checkpoints have encountered screen-based passes a few times, checked with their supervisor, and made sure they’re not doing something wrong by letting the holders through.

I’d been thinking about this myself recently on my flight from Edinburgh to Amsterdam, but as EasyJet charge you to print out a boarding pass if you’ve already checked in online, I didn’t bother (and I couldn’t get my printer set up in time to do the paper back-up).

But David’s experience brings up a few questions: why do we need paper at all? Or, indeed, a boarding pass? Surely your passport would be enough? So many little bits to keep track of, when the one important thing, your passport, should suffice.

(The obvious answer to this is that a boarding pass presents a paper-trail so that flight crew can count how many people they’ve checked in, but as my own experience at Chicago showed, that just doesn’t work.)

The second question is, why so many redundant checks? David’s boarding pass was required six times. Why?
There’s no security advantage that I can see.

My experience at Amsterdam’s Schipol airport was interesting to compare with British airports. In the UK everyone goes through the same security check before getting in to the waiting area and duty free. That was true too at JFK and Dallas Fort Worth in the US when I was there. Lots of people, big queue.

What I found odd at Schipol, but much smoother, was that each gate has its own security area, so you only queue up with fellow passengers. On the downside, they only call you half an hour before the flight and if you’re among the first you have to stand around for a while before you can board your flight.
But on the plus side, it’s much faster and if you’re running late you don’t have to wait in a long queue behind all the people who’ve turned up three hours early just to get through security and then run to your gate.
Why Heathrow’s Terminal 5 didn’t adopt this approach I don’t know. Its security arrangements are a joke.

You can read David Shea’s full post on his experience here.

7 Things That Could Go Wrong on Election Day

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As the US presidential election draws near, those of us who remember the aftermath of the 2000 fiasco should feel confident that things will run more smoothly this time.

In the UK the voting process is relatively simple (unless you count last year’s Scottish parliamentary elections which managed to screw it up a bit). You walk to a desk, tell them where you live, they cross you off a list, give you a piece of paper, you walk in to a booth, put a cross next to the person you support, fold the paper in half and put it in the ballot box. At 11pm (10pm for local elections) the box is taken to the counting centre and sorted by volunteers (traditionally bank staff) into piles, then counted. The first results are known after about an hour, and the majority of constituencies have announced by 4am. Large rural constituencies don’t count until the next day but they rarely hold the balance of power: we know who’s going to form the next government by dawn.

Not in America. As Time magazine reports, it’s all rather complicated there, and the potential for another rerun of the 2000 election is high.

What they need are UN monitors service designers.

We can go to the moon, split atoms to power submarines, squeeze profits from a 99 cent hamburger and watch football highlights on cell phones. But the most successful democracy in human history has yet to figure out how to conduct a proper election. As it stands, the American voting system is a worrisome mess, a labyrinth of local, state and federal laws spotted with bewildered volunteers, harried public officials, partisan distortions, misdesigned forms, malfunctioning machines and polling-place confusion. Each time, problems pop up on the margins; if the election is close, these problems matter a great deal. Republicans and Democrats predict record turnouts, perhaps 130 million people, including millions who have never voted before. The vast majority will cast their votes without a hitch. But some voters will find themselves at the mercy of registration rolls that have been poorly maintained or, in some cases, improperly handled. Others will endure long lines, too few voting machines and observers who challenge their identities. Long a prerogative of local government, the patchwork of election rules often defies logic. A convicted felon can vote in Maine, but not in Virginia. A government-issued photo ID is required of all voters at the polls in Indiana, but not in New York. Voting lines are shorter in the suburbs, and the rules governing when provisional ballots count sometimes vary from state to state. As Americans cast their ballots on Nov. 4, here are some problems that threaten to throw this election to the courts again.

The article, which is a must-read if you’re interested in service design (or even just interested in what’s going on in the world) focusses in one section on the seemingly trivial design of the voting forms themselves:

Until the palm beach county butterfly ballot had its 15 minutes of fame, few believed that bad design could determine the fate of the world. But then a local election official created a form that confused elderly voters, causing thousands to mark both Al Gore and another candidate on the same form, disqualifying enough votes to put George W. Bush in the White House.

Eight years later, punch-card ballots are mostly a thing of the past, but bad design lives on. This summer, the McCain campaign sent poorly designed absentee-ballot forms to more than 1 million voters in Ohio. The form included a redundant box for voters to check if they were “qualified electors.” Though the box was not required by law, the Democratic secretary of state, Jennifer Brunner, rejected thousands of otherwise complete forms with unchecked boxes. Luckily for the voters, the state supreme court stepped in to overrule Brunner’s order, which it noted “served no vital public purpose or interest.” A lawsuit has yet to be filed in a similar case in Colorado, where Republican secretary of state Mike Coffman, who is running for Congress, ruled that more than 6,400 new registrations should be rejected because people failed to check a box before providing the last four digits of their Social Security number. Again, the box was redundant, since new registrants provided all the other required information, yet Coffman has declared the forms incomplete and sent letters alerting voters that they have just a few days to fix the mistakes or be left off the rolls.

Reliance on innacurate databases, poor design of user interfaces on e-voting machines, and dodgy software that apparently switches votes and prints no paper trail… It’s scary.

Read the whole article. I don’t know about you but the answers seem fairly obvious…

The Story of the Product

This simple tool by Aaron Oppenheimer offers a useful way of describing a design project to yourself, your team, and others. Staying on track and keeping a consistent idea in your mind about what it is you’re trying to achieve is an essential part of the design process. The temptation to add thing ‘because you can’, or because you’ve just read about or seen something somewhere else means your design is unlikely ever to be finished. “Feature creep” or “scope creep” are two of the biggest enemies of design. Remember, version 2 is where you add all that stuff…

‘The Story of the Product’ is a simple tool I use to get a feel for how well my clients know what their product or service is supposed to be. It’s a simple fill-in-the-blank that describes key aspects:

The product is a _____________,

which provides _____________.

The user thinks about the product as _____________,

interacts with it _____________,

and sees information like _____________

presented _____________.

Unlike current methods of _____________,

like those provided by the competitors _____________,

this new product _____________.

This version is very gizmo-oriented; I change it around if we’re talking about a more static product like a kitchen implement, or applying it to the design of a service. I bring something like this to project kick-off meetings, or even sales meetings, and try to fill it in as we discuss the project. Sometimes I make a big printout and we try to fill it in as a group. We’ve even assigned it as homework for prospective clients to discuss internally before meeting with us.

Read Aaron’s post in full (and subscribe to the blog’s RSS feed – it’s worth it)

UK campaign texts parents to check for lice in kids’ hair

Engadget reportsr:

An outlandish campaign sparked up in the UK has been sending out weekly text messages to parents in order to remind them of the need to check for head lice on their youngsters. Cleverly coined Beat the Bugs, the program led to the discovery of six cases of lice, and when polling participants at the end of the term, the majority stated that they felt more aware about treatment / prevention and that they were now checking their kids’ heads at least once per week. We can hear it now: ‘C’mon Jimmy, time for me to look through your locks for any critters!’ ‘Ah, bugger.’