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July 31st, 2000
     
 

Information Appliance Design
A review of "Information Appliances & Beyond" edited by Eric Bergman

 
     
 

Review by David Anderson, uidesign.net editor.

Eric Bergman is an Interaction Designer with the User Experience Group within the Consumer and Embedded Division at Sun Microsystems. He is evidently well connected as the back cover carries quotes from both Jakob Nielsen and Alan Cooper, the foreword is by Donald Norman, with a chapter contributed by Aaron Marcus.

The book has a series of war stories from the trenches of companies such as Psion, Nokia and Palm. A timely book then, that looks at the emergence of "other" devices and the problems they introduce for interaction designers.

 

 
 

This was a book that instantly appealed to me. The subtitle used the words, "Interaction Design", the author works as an "interaction designer" for a well known brand and the book sought to tackle the issue of design for information appliances - small, specific purpose, often handheld devices. In short, I was the perfect fit for the target audience, as a guy who does Interaction Design often for small, specific purpose devices. This book was aimed at guys like me. So I just had to buy it.

It's an edited book. Eric Bergman contributes only the Introduction and has persuaded and according to Don Norman, cajoled the other authors into their contributions of 11 other chapters which include an interview with Don Norman of "Design of Everyday Things" fame, and another with Rob Haitani, the interaction designer of the original Palm Pilot, who is now with Handspring. Another chapter includes the story of the EPOC operating system for the Psion Revo and it's predecessors. EPOC is now being promoted by Symbian the WAP Forum alliance joint venture company. Sandwiched between Rob Haitani's Palm Pilot story and the Psion EPOC story is the official story of the Windows CE operating system. We are also offered the story of the development of the first Nokia WAP phones and Aaron Marcus's account of an experimental Motorola in-car navigation system. Considering the editor works for Sun, this book is a triumph of the new spirit of co-opetition which exits in the high tech sector today.

Despite the fact that Bergman had the idea back in late '98 and it took until spring 2000 to come to publication, the book is still current and offers real value. It begins with a definition of Information Appliance,

"An appliance specializing in information: knowledge, facts, graphics, images, video, or sound. An information appliance is designed to perform a specific activity, such as music, photography, or writing. A distinguishing feature of information appliances is the ability to share information among themselves."

Invisibility

If you've read Don Norman's, "The invisible computer" then you could skip chapter 1, however you would miss Norman's advocacy for replication services like those we now see at fusionOne and Roku . However, Norman does point out that such replication between the collection of devices we own has to be effortless, a point underscored by Rob Haitani in Chapter 4. Norman wanders into the "hot" topic of device convergence. He makes some other observations such as Information Appliance users will keep their devices for a long time and become expert users. How long have you had your pocket calculator for example? I've had mine since junior high school. [ Err. That's a lot more than half my life :-) ]

I was left in no doubt that Norman is an advocate for the common majority of people and I felt an empathy with his point of view. He touches briefly on privacy and social implications of these new appliances and points out that the true killer application will exploit the social value of communication between people. He skims through other current issues like design of location based services, design for the wireless web is different from the wired web, HTML was a backward step for UI design, "Write Once, Run Anywhere" doesn't work for the UI and was a false promise, and reminds us that for information appliances there is a basic conflict between simplicity over variety and breadth of function. He concludes with the prediction that AOL is the company which "gets it" and will go on to dominate the information age. [ See the recent editorial, "Aggregating Experience" for another take on AOL dominance ].

All in all, Norman is good value in this impressive interview.

All hanging out

Something the book lacks is an editorial piece which pulls it all together. Bergman hasn't attempted to extract the analysis and design methods, techniques and tips from the rest of the book and present a consensus approach. So to some extent the considerable content in the book is just left to hang out all over in a somewhat untidy fashion. Two of Bergman's colleagues from Sun do offer their own personal "Design considerations for Information Appliances" in chapter 2. Later chapters from others offer complimentary and occasionally contradictory material but this is a start towards a repeatable process. If I had a criticism of this chapter it's the basic assumption that you are starting at the software, as though the hardware is already a given. This may be a true pragmatic outlook, but surely as Haitani will show in chapter 4, when you are designing an information appliance, you must design the hardware and the software together as part of one overall user experience.

This chapter did contain some good points on the tradeoffs and differences in set top box versus palm format design and illustrated the Jef Raskin approach to developing a reduced modes device.

An internet appliance

Chapter 3 is a war story from Netpliance, a manufacturer of computers specifically for browsing the internet. Amongst the three authors perhaps the best known is Scott Isensee, who was a co-author on the OVID methodology book which was reviewed last year. The chapter offers us a look at the process used at Netpliance to identify the requirements then analyse them and eventually create a design. Although the early part of the chapter reads like company PR material, it develops into interesting reading. Already several common themes are emerging from the different authors.

Anthropology is key - understand the target users, how they live, how they will use the device and for what. This is achieved with lifestyle snapshots and usage scenarios.

Design with the 80 / 20 rule in mind. The design is trying to achieve the 20% of functionality which will deliver a compelling product for 80% of the users, because "Less IS more" on a small screen.

Interaction Design must come early or first before the technology issues are decided

The best results come from multidisciplinary teams

Discount usability studies on early prototypes pays off

The Netpliance example really serves to highlight the necessary tight coupling of marketing and user interface design functions in order to optimize the user experience. If you take a single lesson from each chapter then this is the best value from chapter 3.

Another great interview

Rob Haitani has a great story to tell about the early days of the Palm Pilot. Much of what he has to say begins to underscore what we've already heard but he adds some of his own sharp observations such as the concept of "software miniaturization" and his equation for User Frustration which sounded a lot like Cooper's idea of cognitive friction.

The key lesson from this chapter has to be that style guides must go beyond the mere definition of interface components and usage but must abstract to higher levels and include emerging patterns of interaction.

We also get an insight into the approach of using fine grained transactions with direct edit. [ Another reference in this area is the Sun work on HotJava Views of which Haitani seems unaware - at least he didn't reference it as predecessor material ] The final piece of advice ought to be obvious - Don't try to recreate PC applications on the Palm Pilot.

Windows CE

Chapter 5 reads like Microsoft PR. It even includes a legal disclaimer. The early part of the chapter includes a lot of boring history and product roadmaps. When you couple it with the almost apologetic tone, it's a turn off. However, persevering is probably worth it. The chapter goes on to describe the MS process, team structure and design approach. It actually sounds very similar to what is considered state-of-the-art process in interaction design. It includes use of lifestyle snapshots as well as usability testing of early paper prototypes. It also gives us some insights to the difficulty of developing a new product inside Microsoft as we read that the design goals were changed mid development so that the new product would share the same look and feel as the new Windows 95 PC product.

Reading this chapter I was reminded of an issue which irks me. The possibility that true repeatability in interaction design is impossible. The problem is that the quality of people is just too important. In the triumvirate of people, process and technology, Microsoft clearly has the availability of technology, a good state-of-the-art process, so that just leaves the people as the big variable. The next two chapters were to underscore this belief. According to the author Psion had very little process but produced a truly great result. A good design "just happened". Magic. On the other hand, Nokia used surprisingly state-of-the-art processes and yet produced a somewhat cludgy WAP phone design the 7110 and associated microbrowser.

So another common theme of the book might be that people are key to a great result and divine intervention may be necessary before a great user experience can be delivered.

Navigation Systems

Aaron Marcus provides a look at an experimental in-car navigation system developed at Motorola. This work was carried out around 1992 and serves as a useful reminder to young wireless web developers that there is history out there if they care to dig around for it. This chapter is strong on "metaphor" and perhaps reflects the UI design fashion of those earlier times. Filled with screen shots, this chapter adds perhaps one thing to our short list of lessons learned, that developing custom tools for prototyping or rapid development can be worthwhile.

I will confess to skipping over chapter 9 on the design of interactive toys. Designing for children in general is a subject which fascinates me but then so does Egyptology. I simply don't have time for everything.

Lessons from Game Design

Chapter 10 really did interest me, as a former game developer. There were really three key reasons I got out of games. One was a cyclical downturn in the industry which made it unattractive financially; the next was the critical one, I simply didn't understand game design, though I was great at implementing the code; the third was the high risk factor, that you could write a great game and everything could be theoretically perfect but it would still flop in the sales charts. So I was looking for the answers. Unsurprisingly, more than 10 years later, Chuck Clanton did have those answers.

Clanton identifies that games need a well crafted user interface, great game mechanics but most of all great game play. It was this third element which defeated me. So I became a user interface designer instead. This chapter focuses on game play. What follows is 30 pages of analysis of what makes great game play and how elements of certain established game genres actually work psychologically. If only I'd known this 12 years ago :-(

Going Beyond...

Arguably chapter 9 and 10 qualified for the "beyond" from the title but chapter 11 which looks at "Persuasive technologies and Netsmart Devices" really does go beyond. I found this the best value in the whole book. It was interesting stuff with some great ideas for new information appliances which will "persuade" people. Thought provoking. It explains the psychology and sociology of persuasion and how we can use that in networked information appliance design. Imagine for example the fridge which dissuaded you from opening that Coke and advised you that a glass of milk would be much better for you instead.

Frightening stuff indeed!

Summary

In short it's a pick'n'mix of what's current in interaction design. It offers some great value. It must contain the equivalent of at least two years worth of uidesign.net material. Some of the stories and anecdotes are interesting and entertaining. On the other hand, you are unlikely to unveil a great revelation which will magically transform your next design into smash hit. The overall lesson is "You've either got it, or you ain't, Baby!"

Recommendation

5/5. For pure breadth, achievement of compilation it just scrapes into the top tier! However, much of it has been said before even if this presentation of it is new. There just wasn't enough depth. The war stories of device design are interesting history but add little to provide a repeatable understanding of "how to". The later material particularly the chapter on "Persuasive" technology was truly thought provoking.

Order this book...

 

 
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