Prototyping mobile applications with Flash Lite

Quite a long post this, and it might state an awful lot of obvious things, but that’s the reason I have this place – if I state the obvious to myself it helps me think what’s next – sometimes. So bear with me while I walk you through one of this weeks personal ‘a-ha’ moments

Yesterday, had the final presentation from Fjord, who’ve been working on a prototype for us. The proto looked good and did the job, but the real eye-opener for me was when Olof and Jonathan, both part of the Fjord team (along with Celia), went through what they had learned from trying to push the capabilities of Flash Lite in producing the demo.

It’s early in Flash Lite’s life, and it obviously has vast potential for creating very compelling services and user-interfaces on mobile devices, but it needs to mature a little first. I’m not going to speculate here on what it’s future potential as a content or experience platform for mobile might be, however, I think it is safe to say it is already a really game-changing tool for rapidly prototyping mobile user-experiences, for a few reasons I can think of:

Freed from functional specs (alone)
As Jason Fried says ‘there’s nothing functional about a functional spec’ – often with designing mobile user-experiences, the functional spec is the key boundary object shared between the designers, the developers, the engineers and the marketers. It’s often unfortunately a lousy, stodgy way to work – with the spec being something that one imagines might be definitive, but in fact too often allows for ‘creative reinterpretation’ and compromise, whilst at the same time managing to be constricting and inertia-inducing.

Having an interaction design rapidly prototyped in Flash Lite as an additional boundary object means that everyone in the team will grok the user-experience you’re trying to create and the benefits you’re trying to provide. And not only grok it, but if you’ve done a good job – be excited about it, hopefully.

The relative cost of creating a series of Flash Lite protos to do this within a development team is tiny when balanced against the disaster of finding out too late that the specs, wireframes or whatever else have been misintepreted.

Design, test, redesign, test, redesign again etc
Obviously the reason it’s a disaster is that coding is costly in terms of skilled people’s time. I’ll continue stating the obvious by saying coding is damn hard.

I can’t do much beyond

10 "foe is cool"
20 goto 10

And I have tons of respect for people who can. Unfortunately, their time is often best spent, well, coding – at least in the eyes of those who employ them to deliver solid software for mobile devices on time.

This doesn’t leave a lot of their time free to collaboratively ‘sketch’ in software the sorts of disposable prototypes necessary to iterate and test a service effectively and quickly – as perhaps those involved in developing “web2.0” services are becoming used to. Also, in my experience, once stuff turns into code, it has a tendency in any organisation to start to calcify into a finished thing.

Often, paper prototypes or other abstractions can be used to push the experience design along before committing to code – but having a tool like Flash Lite means that you can get to a more concrete, less abstract test of the experience, without spending too much time.

If you don’t polish the visual aspects, keeping it at a ‘wireframe’-like level of detail – then you almost have an ‘animatic’ of the experience that you can put in the hands of a prospective end-user; which also you can quickly pull apart, reconfigure and test again. This should result in iterative improvements to the design which you can then take to the next level – coding.

It’s different when it’s in your hand
Which is the rather innuendo-laden point underlying both of those above. While both paper-prototypes of web/laptop/pc based software or services can give good results in testing and wireframes/screen-flows can make for a good abstract of a user-experience to build to – I think for mobile services they fall down as a measure of the experience.

The handset is – just that – a hand-bourne device that projects into your world, and the service you are designing with it, rather than the experience of even say a 12″ laptop, where you project yourself through the proscenium of the screeninto that user-illusion.

The interactions with the device, the UI and the service are both embodied and situated – whether it’s the embodied muscle memory one employs while thumbing frequently used commands on the device, the socially situated context of use of mobile devices or the plain fact that they are most often used while multitasking one’s way through a visually and aurally distracting world. These factors have a profound effect on our interactions with the device interface – in other words – it’s different when it’s in your hands.

Having a Flash Lite animatic on the device itself makes for a remarkably different evaluation of a candidate design by users and sponsors than the equivalent wireframes or even a flash mockup on a pc screen; and as described previously, the meagre bucks that are spent getting that bang are well worth it.

There are some beefs with Flash Lite that Olof and Jonathan pointed out – it chokes sometimes when doing complicated things, if you want to simulate an even slightly complex app then you have to do some scripting gymnastics tomaintain things like state across the movie and the text handling from the device keyboard is less than optimal.

I’m sure that Macromedia/Adobe will straighten this out in subsequent releases for s60.

I think it will be worth trying a simularly process with the newly-extended Python for s60 to understand it’s strengths and weaknesses for ‘sketching software’ for mobile devices.

Python might be suited to a ‘second-round’ level of design iteration, where you start to flesh out experience more and geet closer to a finished design for final development.

Of course, using a scripting language, even a high-level one like Python takes us back to the problem of coder time and attention that I mentioned above.

As Russell Beattie has pointed out – the experience of the mobile web is lagging that of the tethered significantly for many reasons – but I strongly believe from what I’ve learnt from Fjord and this project that Flash Lite is one of the promising tools for prototyping our way forward, at least on the user-experience side.

Don’t call it a comeback

I finally got the guts to delve into the depths of my webserver and set up WordPress.

It was surprisingly painless even for an Eloi like myself, once the heavy-lifting of setting up the database had been done for me (thanks James and Stef)

Managed to import the entries from my (non)secret blogger blog I’d been running as a scratchpad during my downtime, and now to try shoehorning in 5 years of Typepad-formatted nonsense.

I’ll stick with the default theme for now, as it’s going to take a while for me to get my head around the thing, but happy to be back!

Hotel Puerta America, Madrid

New life goal: stay in at least three of the suites by different architects at the under-construction Hotel Puerta America in Madrid.

From John Pawson’s site

“The Hotel Puerta América project brings together a team of collaborators which includes Jean Nouvel, Marc Newson, Zaha Hadid, Norman Foster, Christian Liaigre, David Chipperfield, Kathryn Findlay, Jason Bruges, Arata Isozaki, Jonnie Bell, Harriet Bourne, Ron Arad, Plasma Studio, Araki, Richard Gluckman, Teresa Sapey, Vittorio & Luchino, Felipe Saes de Gordoa, Javier Mariscal, Fernando Salas and Arnold Chan.”

There is a sneak preview (in audio) in this week’s “In Business” programme on BBC Radio 4, entitled “Tall Storeys” where Peter Day interviews David Chipperfield about the project, whilst conducting a survey of the state of the architectural profession.

Incidently, “In Business” can now be enjoyed in mp3 format delivered to the ‘podcasting’ software of your choice, thanks to the fine work of BBC R&Mi.

Vegetables, supermarkets and The Singularity

Anne Galloway writes of her vegetable delivery connecting her body to a more natural register of time:

“I think about how hard it has been getting used to eating only what grows locally at any given time of year. There were weeks this winter we ate nothing but tubers and onions and chard. Now I find myself excited when I open the basket and see something like fresh rosemary or mushrooms, and am finally getting to the point where I no longer have to search the net to identify certain leafy things. I actually think of vegetables as staples now – and I look forward to the coming days when all we eat are tomatoes and I see fruit again.

Eating like this not only changes the way I think about food, but also about my body. I’ve had to start thinking of a balanced diet in longer time-frames, and I’ve gotten better at understanding how my body changes over days and seasons.”

This leads me to this thought.

Supermarkets are responsible for our delusions of The Singularity.

Everything being available all the time everywhere now has messed with our metronome so much; zigged and zagged our zeitgebers till it’s no wonder with think we are accelerating towards timewave-zero.

It’s those bloody sugar-snap peas in January, I tell you.

Ray Kurzweil isn’t even that close to things – just popping vitamin supplements in his quest for longevity. Does he know when the Maris Piper are up?

Does he hell.

Therefore, The Singularity.

Repent and listen to Gardener’s Question Time, a show surely supported by The Long Now Foundation.

Sociopharmaneutics #1: ECD

Sociopharmaneutics – explainations of imaginary drugs administered to entire societies in a near, near future one across from ours.

New ticks – new habits or behaviours that are beneficial to someone, something – all of us, perhaps.

#1 – ECD: Ecologically Compulsive Disorder

Introduced into the dwindling water supplies of megacities across the world, it imbues their hyperconsumer populations with the obsessive need to sort their waste into the correct recycling bins, syphon their bathwater into the toilet cistern for re-use, and unplug devices from the mains even when on standby – or any one of 48 other possible settings dependent on your ecosystem’s priorities.

Stay tuned for more exciting biochemical behavioural manipulations of the entire human race!

Sparkfeeds

This is really good. When you subscribe to your local weather in Bloglines, the symbol summarising the weather conditions appears as the favico/folder in the interface – creating a ‘glanceable’ display for the weather feed.

I guess this is the privelege of Bloglines at the moment, to allow the folder icon to be changed dynamically by the feed contents – but it would be wonderful if more could be done with this pattern of ambient/glanceable layers of info in RSS clients.

Examples might be:

  • Traffic/commute conditions for a locality
  • ‘Heat’ of debate by number of comments on a chosen blog feed
  • A subscribed stock quote (yeah, I know I hate using ‘stock quote’ examples)

Can’t think of any others for now… will retunr to thinking about what sort of information could work in a ’15×15′ display…

I guess that all the clients would have to adopt some kind of standard way of doing this for it to be worthwhile. Does Bloglines have a monopoly yet?

Ubicomp 2005 Workshop on games, entertainment (and play…)

Delighted to say that there will be a workshop on ubiquitous computing in the service of entertainment, games, (and I hope) play, at this years’s UBICOMP conference in Tokyo, September.

The call for papers is published – and more details at Julian Bleeker’s site, here.

I’m on the program committee for the workshop, so I’m looking forward to reading some playful proposals over the summer…

From Julian’s site:

Our motivation for addressing the role that ubiquitous computing can contribute to novel and compelling ubiquitous entertainment experiences is partly to emphasize the possible ways that ubiquitous computing can use multi-user scenarios, narrative, geography, location, physical landscapes, and notions of place as an interface to the gaming experience.

Important Dates

  • June 17 Deadline for position statement submission
  • July 25 Position statement acceptance notifications sent
  • July 25 Speaking invitations sent in response to strongest participation statements
  • Aug 1 Website updated with final program, talk abstracts, and position statements
  • Sep 11 Workshop held in Tokyo

Practical Mirrorworlds

Back when I was an architecture student, twelve (ahem!) or so years ago, one of the books I read with most lasting impact was “MirrorWorlds” by David Gelertner, the computer scientist perhaps most famous for being targeted and injured by the Unabomber.

In “MirrorWorlds”, Gelertner imagines powerful software providing models and simulations of the ‘real world’ and the change in our understanding and society that will arise from that.

Amazon.com’s page on the book says this by way of synopsis:

Imagine looking at your computer screen and seeing reality–an image of your city, for instance, complete with moving traffic patterns, or a picture that sketches the state of an entire corporation at this second. These representations are called Mirror Worlds, and according to David Gelernter they will soon be available to everyone. Mirror Worlds are high-tech voodoo dolls: by interacting with the images, you interact with reality. Indeed, Mirror Worlds will revolutionize the use of computers, transforming them from (mere) handy tools to crystal balls which will allow us to see the world more vividly and see into it more deeply.

Creating ‘mirrorworlds’ has long been a dream that we can see repeated in the history of ideas, from Buckminster-Fuller’s World Game to the 1:1 scale map commissioned by Borges’ ficitonal emperor:

“…In that Empire, the Cartographer’s art achieved such a degree of perfection that the Map of a single Province occupied an entire City, and the Map of the Empire, an entire Province. In time, these vast Maps were no longer sufficient. The Guild of Cartographers created a Map of the Empire, which perfectly coincided with the Empire itself.”

Recently, Larry and Sergey, our current information-emperors released Google Maps into the world.

Google Maps is an incredibly refined user experience, combining a number of valuable datasets that Google acquired, a great UI utilising cutting edge interface-code thinking, and as you’d expect some very efficent back-end technology.

This being the age of “Web 2.0” every application of merit is also invariably a platform whether it plans to be on not, so Google Maps has spawned some amazing innovations by its users: like Jon Udell’s audio-annotated maps [see also Charlie Schick from Lifeblog’s thoughts on this type of ‘life-recording’], and the fantastic Craigslist Housing Hack, which is a powerfully useful merger of small-ads listings for accomodation with the google maps interface .

Google, a few weeks after launching the Maps service, integrated satellite imagery from it’s acquisition of Keyhole. Again, the user-base seized upon this and started making their own uses, and moreoever, using this to tell stories.

Take a look at Flickr’s Memory Map group [See this Wired News story for more on the meme], where people are using Google Maps to tell stories about childhood, where they grew up or memorable events. Another trends is exemplifed by MezzoBlue’s post “Google Maps and Accountability” where the satellite imagery is used to illustrate the extent of environmental damage done by the forestry industry in British Columbia.

Salk Institute, La Jolla, California
^ Google Maps Satellite Image of La Jolla, California

And thus, a new view on the world around which you can inspire new thinking or action.

Which is precisely the promise of software simulation and modelling proposed by Gelertner a decade ago in Mirrorworlds.

Google’s mission statement “to organize the world’s information and make it universally accessible and useful.” is rapidly creating practical mirrorworlds for us to explore.

Imagine a future Google mirror world, which:

  • Is real-time:
    with live satellite imagery showing weather, jet-streams, pollutant flow, traffic jams, cattle herds, refugee camps…
  • Has overlays:
    showing visualisations of abstract data – population density, energy use, wealth, “now playing”, infant mortality

And crucially…

  • Has history:
    Could show all the above, either from archive data, or simulation ansed on the historical record – from 1970, 1940, 1900, 1800, 1600… etc… etc…

What realisations and reactions would we have if we could gaze into this mirrorworld knowing it was real, not a simEarth, and further more – the only one we’ve got?

It would be the software-equivalent of when the space program in the late-sixties afforded us the first view back at the pale blue dot we’re stuck on.

We are the first ‘simulation-generation’ – we are used to constructing and manipulating ever more sophisticated models of reality or unreality on our personal computers.

Increasingly, what has started out in the mirrorworld of play that the videogame industry invents is revolutionising how we work and learn.

In their book “Got Game”, business strategists John Beck and Mitchell Ward state:

It’s the central secret of digital gaming… Games are providing real, valuable experience… [they] offer real experience solving problems that, however, fantastic their veneers, seem real to the player. When gamers head off to play, they are escaping. But… they end up in an odd-looking educational environment.”

And in education, PC-pioneers like Alan Kay are pursuing ‘mirrorworld’ like learning environments, driven by the mantra that “point-of-view is worth 80 IQ points”

Mobile mirrorworlds could give you that IQ boost Kay is working towards wherever you were. Augmented-reality researchers have been donning back-packs full of computers and ridiculous looking head-up displays for a decade or so, trying to build them.

A more practical, accesible version is being built bottom-up using cameraphones, web-services and primative locative technologies right now. Not only Google – but Yahoo, Amazon/a9 and a host of hackers and start-ups are setting about skinning the world in data.

Once these substrates are there, you can bet that manipulable models and visualisations will be built atop them. This is the other component of the mirrorworld: the “what-if” wonderlands you can explore with
a software model of reality.

Why we make models

We have always built models to understand how reality works – by taking them to breaking point, changing our approach, exploring the alternatives; we’ve made progress. We’re up against real problems casued by that progress – many parts of the pale blue dot are at breaking point – so making better decisions based on better models is crucial. Mirrorworlds are not just a playful diversion or powerful business tool – but a survival strategy.

Before I get too misty-eyed for the mirrorworld future of sustainability, happiness and harmony, a (hyper)reality check. There are some powerful players switched-on to the power of simulation.

Bill Gates and Microsoft are actively pursuing it

“modeling is pretty magic stuff, whether it’s management problems or business customization problems or work-flow problems, visual modeling. It’s probably the biggest thing going on”

What happens to our understanding of reality when there’s a monopoly on mirrorworlds?

French philosopher Baudrillard, in his “Simulation and simulcra” (You’ve read it right? I bet BillG has…;-) in reference to the mirrorworld mapping of Borges’ emperor, warned that:

“Abstraction today is no longer that of the map, the double, the mirror or the concept. Simulation is no longer that of a territory, a referential being or a substance. It is the generation by models of a real without origin or reality: a hyperreal. The territory no longer precedes the map, nor survives it. Henceforth, it is the map that precedes the territory – precession of simulacra – it is the map that engenders the territory and if we were to revive the fable today, it would be the territory whose shreds are slowly rotting across the map. It is the real, and not the map, whose vestiges subsist here and there, in the deserts which are no longer those of the Empire, but our own. The desert of the real itself.”

In order to see that our new digital/real mirrorworlds reverse the Baudrillian desertification of the real world, it is crucial that we can not only understand the territory, but who and how they have done the mapping and their modelling – that we can own it, examine it and remap/remodel it ourselves – that the maps and models are open, free and shared by all.

The peer-production and scrutiny of the Wikipedia (and indeed the ideological discussion around it) might give some idea of what it’s like to create a reference work of this kind.

Then we will have mirrorworlds that we can all build on.

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A side note – as part of Amazon’s mirrorworld of the printed word, they have introduced SIPs: “statistically-improbable phrases” that are supposed to automagically sum up the essence of a book. Here are the SIPs for “MirrorWorlds”:

chronicle streams, software ensembles, computational landscape, task cloud, simulated mind, evocative possibility, ensemble programs, tuple spaces, information machinery, mass border, software revolution, memory pool, software machine, information machines