'Game of Phones' Challenges Smartphone's Anti-Social Reputation
A card game for the smartphone savvy, ‘Game of Phones' was created by Luke Stern and Sam Wander for their Entrepreneurial Design course. Annoyed by the constant presence of smartphones in social settings, they used the devices technical capabilities for a group game that banishes anti-social behavior.
Yahoo Tech recently caught up with the game makers:
According to the pair, the game removes the worry that someone might be lost in her phone altogether. “We’d be at parties or eating at a restaurant and everyone is looking at their phones even though they’re with their friend,” Wander told Yahoo Tech. “We were interested in the ways that maybe we could take something from what was happening there and make phones more part of how you’re interacting with your friends.”
How it’s played:
Game of Phones is the latest in a canon of activities that have evolved from Apples to Apples, a classic that depends on a person’s ability to create entertaining combinations and gauge the judging card holder’s likes and dislikes. Cards Against Humanity (also a former Kickstarter Project) improved upon that model by catering to pop culture fanatics with dark senses of humor. Now Brooklyn-based project founders Luke Stern and Sam Wander have taken the concept to another level by incorporating a skill that many of us love to show off: the ability to find ridiculous things on the Internet and manipulate social media channels.
…the game encourages players to push the limits. For instance, there’s a card that asks the group to find the most NSFW photo out there. For that reason, it doesn’t hurt if people drink while they play. (This is a theory tested by Wander and Stern themselves, who first tried out their Pad prototype of the game with a group of strangers in a bar.)
What about those without the latest phone?
Stern said they’ve found ways to turn those disadvantages into extra points; for instance there’s a card that’s awarded to the person with the lowest battery percentage. And not all rounds require an Internet connection.
There’s also the fact that non-Snapchat or Instagram members may be shunned from some rounds. Though Stern insists that, too, is part of the fun.
“They feel almost left out of the round, and it encourages them either to get that thing or to think about it a little harder,” he told Yahoo Tech. “But I think that’s almost a good part of it.”
We’re getting near the end of the semester, so most of the students launched their projects last week. In just one week, we went from 3 launched projects to 13!
The full range of projects is amazing, running the gamut from productivity tools to community interviews, fashion to books. Check out the full list of launched projects below!
- Flight Deck by Aastha Bhargava, a deck of cards for aviation enthusiasts about all the instruments in a cockpit.
- QNSMADE by Amy Wu, a website that celebrates the people and artisans of Queens.
- A Memory Between Us by Dami You, a postcard set for travel companions. Featured as Kickstarter’s project of the day!
- Taskit Notes by Effy Zhang, a sticky notepad for individuals or teams to track their time
- Experience Journal by Hanna Yoon, a notebook for people who want to pay more attention to their surroundings.
- Mount Thunder by Jeffrey Gochman and Trent Thompson, a high-quality purveyor of video game-inspired posters.
- Game of Phones by Luke Stern and Sam Wander, a card game for smartphones and their users.
- Maker’s Alphabet by Melody Quintana and Sneha Pai, an illustrated book about all the things you can make.
- Archigrams by Michie Cao, a set of flashcards and posters that introduce famous buildings in a minimalist style.
- The Upstanding Desk by Mikey Chen and Sam Carmichael, an adjustable converter for turning your normal desk into a standing desk.
- Glovken by Nga Nguyen, a lightweight fashion glove for commuters.
- Rexip.es by Sarah Henry, a collection of step-by-step guides for unique experiences.
- Geo/Day by Sunnie Sang, a blogazine and Etsy store for geometric inspirations.
Overhauling Twitter Profiles
Alumnus David Bellona (Class of 2012) has been busy leading the redesign of Twitter’s layout. Over the next few weeks users will be moved to the latest profiles. The new look emphasizes a user’s interest in diving deeper on a Twitter subject, an activity that contrasts the typical everyday consumption of Twitter’s up-to-the-second timeline feed. Over email, Dave expressed to the department how much the program prepared him for “tackling a project of this size, could not have done it without the skill set I gained from SVA.”Wired reviewed the design thinking behind the new look.
What to expect:
Visually, the biggest change is the introduction of a full-width header image, a la Facebook’s cover photo. Gone are quirkily charming tiled backgrounds of the old profile page.
Tweets appear a bit differently too. Users can opt to put a “pinned tweet” at the top of their column, plucking one from the chronological stack as a sort of 140-character slogan. In the list of tweets itself, popular tweets will appear in slightly larger text, making them easier to find in a quick scan.
Why the fresh look:
“We asked, ‘how can we make this more like a magazine cover–almost like a summary of its contents,’” Bellona says. If Twitter hitherto has been about aggregating a digest from all sorts of sources, the new profile offers a polished entry point for those who just want to catch up with a single subject.
Other small touches emphasize the profile’s new status as a useful place to park yourself. The new design pings Twitter’s servers for updates every 30 seconds and automatically threads new Tweets into the stream, instead of forcing users to click a notification to reveal new tweets. The team conceived of it as a sort of “ticker tape” effect, especially useful in the case of someone live-tweeting an event.
Twitter will undoubtedly continue trying to push their newsfeed into more mainstream territory. The new profile design, though, is a slightly different play. It does make Twitter easier for newcomers to understand, offering a shinier, more product-like public face to people who arrive directly at a user page.
But it also positions the Twitter profile as a destination unto itself, apart from the newsfeed entirely. It’s a concession to an entirely different use case than the one Twitter was built upon. “For some people, it’s all about that real-time newsfeed,” Bellona says. “For some, it’s just like, ‘I want to see what a celebrity is up to.’ Both should be really great. And that’s where we took a big step forward.”
This is just an excerpt, read the full article at Wired.
An End to Parking Woes?
Sick of the overly verbose signage, Nikki took things into her own hands, creating user-centered signs that remove the guesswork. She has been testing them out guerrilla-style starting with the parking sign under her own apartment window. This participatory design project was recently profiled in Atlantic magazine’s ”By Design” section.
Sylianteng’s approach uses blocks of red and green, similar to a Google calendar’s, to indicate when parking is allowed; all drivers need to do is match the day of the week to the time of day. As critics soon noted, her design leaves out some crucial information: different rules for commercial vehicles, for example, and for the segments of curb on either side of the signs. She is working on incorporating these elements, as well as symbols for color-blind drivers, into a new model.
2014 Summer Intensive in Interaction Design
The 2014 Summer Intensive in Interaction Design program is now open for registration. The popular four-week program features an à la carte offering of courses in interaction design and user experience that allow you to explore design fundamentals through guided and group-based work. Stop wondering about your future, and start making it. Discover the course(s) that are right for you, and register today.
To learn more, read the full program details.
Practice of Interaction Design
Instructor: Carla Diana
Mondays, June 9-30
This course will explore the relationship among people, products, and information through the field of Interaction Design. In a series of hands-on, studio-based exercises, students will gain exposure to critical parts of the design process while learning specific methods for human-centered concept exploration and the development of product behaviors. The course will culminate in a final project that incorporates major principles of Interaction Design and fits within the context of a larger, track-independent theme.
Instructor: Hilla Katki
Tuesdays, June 10-July 1
Data visualization can be informative, evocative, and interrogatory. In this course, students will start from a foundation of discrete data and explore new narrative and non-narrative possibilities that thoughtfully consider the relationship between form and content. Students will create a visually compelling final project that tells a more deep and meaningful story, drawing from data sources of their own chosen interest and those discovered in the process.
Code Literacy - An Introduction to Interactive Programming
Instructor: Noa Younse
Saturday, June 14, 3:00-5:50 p.m.
Wednesdays, June 18-July 2
Research Methods in Interaction Design
Instructor: Jodi Leo
Thursdays, June 12-July 3
The course starts from the premise that research brings fresh thinking and accelerates iteration, and is a key to great product and service design. Over four weeks, students will be introduced to the fundamentals of user research techniques for interaction designers and will prepare to practice research with ease and confidence. Working in teams, students will gain experience in creating facilitator guides and screeners as part of a conducted final research project that entails live-site recruiting and moderation.
Mobile UX Design
Instructor: Drew Cogbill
Saturdays, June 7-28
10 a.m.–12:50 p.m.
The explosive market of mobile applications and services presents new challenges and considerations for interaction designers. In this course students expand their UX thinking to portable devices, while working on a mobile app design. Through exercises in wireframing, screen design, and light-weight digital prototyping, students walk away with a portfolio-quality project that exhibits their understanding of mobile UX/UI best practices with an emphasis on designing for the user.
Making Sense of Syria
This past weekend, the MFA Interaction Design department hosted Making Sense of Syria an interdisciplinary design workshop series focused on exploring new ways for making sense of complex data in the Syrian Conflict.
Participant Alex Todaro discusses this years focus and data sets:
It’s been more than a year since the original “Making Sense of Syria” workshop. In that time the conflict has only become more complex and I feel there’s no better time to bring the group back together and re-contextualize the use of data and it’s implications on conflict mediation. Richard Tyson and the now official Special Projects Office, organized this event and they’ve done an incredible job of gathering a large group of thoughtful and talented participants. It’s only been one day and I am amazed at the diversity of perspective, the quality of challenging ethical considerations, and the imagination with the potential usages for the data we’ve gathered.
This year the workshop will focus mainly on the town of Aleppo. For a large part of the conflict Aleppo was not involved in the fighting. Aleppo’s disinterest in the revolution was rooted largely in the presence of growing business and investments in the town, as well as it’s diversity in inhabitants (In 2011 Aleppo had the largest Christian population in the middle east). Currently it is in a stalemate, after already struggling through takeovers from the Islamic State of Iraq Syria (ISIS), Aleppo is now divided down the middle between the regime and the opposition. Checkpoints across the region prevent access and possibilities for travel, and there is only a single supply route through the city which dramatically affects the economics depending on who’s controlling it.
This year we have the opportunity to work with four different data sets. Each offers insight into different levels of specification ranging from global rhetoric about Aleppo, all the way down to day-to-day utilities and perceptions on the streets. Although each of these data sets are rich in information, the conversation today revolved around some key questions that speculate on the function of the data. The high level question of course is how do we use the data? How do we understand the data? and to whom is it most valuable?
Accomplishments for the first day:
We ended today on a framework for processing this data, at least for our own purposes. Data doesn’t necessarily tell us what we don’t know but rather helps us hold more confidently what we do know and then allows us to see the gaps in our thinking. It became an important criteria to really check the validity of the data we’re picking apart. Why is it here in the first place? What was it’s intended use? Is it from a credible source? By creating a methodology of checking premises, we are bringing an ethical ideology into every step of the process. It’s this foundation that then allows us to confidently begin to ask the right questions of how it can be used.
Problems surrounding data systems:
In each system these are the actions: Framing, Configuring, Aggregating, Analyzing, and Publishing. Within these factors there are a lot of questions and holes that need to be confronted in order to make sure the intended framing and configuring are setup for the proper analyzing and publishing. Additionally in the aggregation process, especially in conflicts zones, how do you rely on a full and fair representation of the scenario through data? There are more-often than not political intentions with social videos, and even if there is a wealth of them they are only indicative of one side of the conflict. Also in this aggregation how do you set up the proper system that can quickly absorb and visualize new data when the barriers are low connectivity and individual risk for the purveyors of this information?
Read more about Making Sense of Syria.
IXD students in PHA Hackathon
First year students Amy Wu, Effy Zhang, and Michie Cao recently took part in the Partnership for a Healthier America (PHA) Hackathon where they prototyped and built working solutions focus on childhood obesity.
The graduate students summarize the event:
Childhood obesity is a preventable epidemic that is currently affecting more than a third of today’s children in the United States, regardless of race, ethnicity, family income or locale. Driven largely by unhealthy diets and eating patterns and lack of physical activity, it puts children at risk of serious, life-threatening health conditions in the future and negatively affects their performance in school.
Fortunately, there are many things that can be done to reverse this trend and for the last three years, thePartnership for a Healthier America (PHA) has been devoted to working with the private sector to help address this crisis. This past month, they hosted a Hackathon in Washington, DC in collaboration withThe Feast, inviting designers, developers, strategists and high school students from the Academy For Software Engineering in New York City to help find tangible, creative solutions to end childhood obesity.
The two challenges at hand were (1) Helping teachers empower students to make healthy choices about the food they consume, whether at home or at school (2) Creating an information avenue that shows families the healthy food options and physical activity opportunities available to them locally.
Over the course of two days, on March 8 & 9, we hacked away at childhood obesity. We took on the task of how to make healthy choices the easy choice for families and children at school. There were two teams, schools and home, which each had 3 groups of 4 to 6 people. There were speakers and mentors coming around to the individual groups during the weekend Hackathon. Judging was based on 4 criteria: accessibility, innovation, impact value and user.
The IxDers that went down to DC consisted of Michie Cao, Effy Zhang, and Amy Wu. We were placed on three separate groups. Independently, each of our teams came up with a website as the platform of choice because the key insights were a) students are not allowed to bring their cell phone to school b) not everyone has a smartphone and c) some people have limited access to a computer.
Teams had 24-hours to prototype their ideas and presented to a board of nutritionists, teachers, PHA stakeholders and White House officials. The two winning teams presented their idea a week later at The Building a Healthier Future Summit, during which businesses, industry leaders, non-profits, academic and government counterparts, and First Lady Michelle Obama attended to discuss their achievements thus far and further solutions for the paramount issue.
Amy’s focus was a family orientated responsive website that helps manage SNAP (Supplemental Nutrition Assistance Program) food budgets:
A user would create a family profile, which includes the members within the family, and their food preferences, known allergies, and based upon these preferences recipes are generated. The recipes list could be further paired down through a filtering system, for example, depending on what type of cuisine they wished to cook for a particular meal. After selecting a recipe or recipes, a shopping list is populated for easy on the go use. All items on the shopping list are SNAP approved items.
Effy’s team turned nutrition into a mobile-friendly game:
Classes form teams within a school and compete to have the highest number of points, points were gained by making healthy food choices. It also works for schools competing against other schools. Winners can win prizes, such as non-food rewards, like movie tickets.
Audience: Grade 6~8
Background: School Day = ⅔ of a middle schooler’s nutrition, middle school is also when kids are starting to make independent choices about food and when kids are the most susceptible to behavior change.
Key insights: 1. School children want to collect Pokemon Cards.
2. Have a great pride in their class.
Students play this game as a team. They win point through making healthy food choices or lose points by eating rubbish food. More point they got, higher level character they have the class. They can check the class or personal performance online by week or month. Students can chat with other team members, share advice, “brag” and motivate others. They can also rate meals and provide feedback to cafeteria support staff; the website can make a recommendation to students based on other team members’ ratings of school meals or food choices. All the data been collected directly from school’s cafeteria when students check out.
Empowering teachers to help students make healthier food choices was the goal of Michie’s group:
Inspired by an elementary school teacher, who started an Iron Chef-like challenge within her school to teach her students about cooking skills and healthy eating, we decided to make an online video platform called Applesauce that could facilitate such collaborative video making in schools for students and also allow parents, local vendors and the greater community get involved either by donating the cooking ingredients or commenting and voting on their favorite videos. This idea came from insights we had gained through interviews with teachers, community organizers and students including:
-Kids like to learn by doing
-Kids appreciate validation from their peers
-Schools preferred working with local food vendors (even if they were unable to, for reasons of limited resource or time)
Our hope was that this platform would not only be a fun way for students to learn about cooking and healthy eating, but also serve as a piece of curriculum for teachers and a food resource for parents. Provided with a Resource Starter Pack that outlines a sample program for teachers to follow, teachers would be able to incorporate these video activities into their curriculum and better engage their students. Driven by the ability to get new “badges” and elevate to new chef “levels”, students would be encouraged to both be their own content creators and learn important life skills like cooking. Lastly, parents would be able to refer to this website for new cooking recipes that their kids are sure to like.
Alumni brings exercises to FourSquare’s “Wacky Fridays”
Every Friday at 5 p.m., 15 or so Foursquare engineers, designers, and researchers step away from their computers for mandatory art time. Each week, a different person proposes a creative exercise: Create an object that helps people deal with sorrow, or design the elevator control panel for a 1,000-story building, for example. The next few minutes are spent executing, and then the group shares their creations.
It might not look like it, but that hour-long session serves as the weekly meeting for the Product Experience team. Instead of discussing upcoming projects or administrative items, Jon Steinback, who heads up Product Design at Foursquare, finds it more useful to spend the hour imagining. “They all think about very narrow problems within the scope of Foursquare’s larger questions,” he told Fast Company. This, he hopes, gets people to think beyond their individual tasks and learn how to focus on problem solving in a different way.
It’s definitely a little bit silly to imagine a bunch of adults sitting in a circle doodling—and getting paid for it. But learning to flex brain muscles in different ways is a particularly useful skill for the Product Experience group. “My job and the job of my team is to give a human side to what we’re building,” Steinback explains. That means taking the engineer’s products and translating them into terms that a broad subset of people will understand and relate to.
Improving NYC’s Citi Bike through Practical Design Fictions
Design in Public Spaces is a first-year MFA course that pushes interaction designers to explore ways in which ubiquitous technology can transform the everyday experience of urban public space.
This semester, students in Jill Nussbaum’s class were approached by NYC Bike Share, better known as the parent company of New York’s Citi Bike transit program, to focus on improving the service experience. With tens of thousands of annual members, Citi Bike has proven wildly successful for New Yorkers looking to borrow a bike on a regular basis. For new and casual users, however, there is still room for improvement in accessing the fleet of several thousand blue bikes. NYC Bike Share asked students to examine how the purchase of day and limited-use passes could be improved through mobile and newer technologies.
Working in groups, students examined real-world cases through immersive research and interviews. They studied the pain points common to a first time user’s experience. While language barriers and unfamiliarity with a new system were prevalent, closer inspection revealed frustration with payment practices and restrictions that could easily dissuade tourists. In their strategies to make realistic improvements, students developed fictional narratives that demonstrate ideas within reach. Here is a selection of their work:
Explorer - Is a mobile app that creates a unique biking experience for tourists in NYC.
Enhancing Citi Bike’s User Experience - Looks at how the system can better instruct new users at relevant moments and places upon acquaintance.
Citi Bike Ride - Prepaid retail guest passes to get going even quicker.
A Design Fiction for Citi Bike - Investigates how Citi Bike might seamlessly integrate with other tourist friendly services and experiences.
The response from NYC Bike Share has been genuinely positive, with continued discussion to implement some of the ideas presented within the body of work. The class and department extend a special thanks to NYC Bike Share director of marketing Dani Simons and marketing manager Will Bissell, who acted as guest critics on the project.
Student’s Kickstarter-funded project grabs Gizmag’s attention and gets us off our posterior.
First year students, Mikey Chen and Sam Carmichael’s UpStanding Desk was featured on Gizmag. The clever desk sits on top of your current workspace, allowing you to stand, no matter your current office arrangement.
Gizmag highlights the projects practicality:
The UpStanding Desk, developed by the New York-based Sam Carmichael and Mikey Chen, is a lightweight structure designed to turn any normal desk into a standing desk. Made from just five pieces of Canadian birch plywood that is precision-cut and flat-packed for easy shipping, the UpStanding Desk has a multi-level work surface to suit most needs.
The assembled UpStanding Desk weighs just 10 pounds (4.5kg), and it can, with practice, be assembled or disassembled in under a minute. The plywood is hand-sanded for a soft finish, and the pieces lock together without any need for fasteners.
In regards to affordability, Gizmag writer Dave Parrack goes on to say:
Backers of the Standard UpStanding Desk are being asked to pledge US$200, with the Double-Wide UpStanding Desk promised to those pledging US$250. The project has already surpassed its funding goal, so shipping should begin from mid-May.
And those living outside the United States are:
Advised to pledge at the US$25 level to receive the plans needed for the UpStanding Desk to be manufactured at a fabrication shop.