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Design

A lot of people send me ideas and suggestions for the blog, for which I’m very grateful indeed, but which I don’t always get round to investigating or posting or dealing with in a timely manner. Or sometimes I note them, use them as examples elsewhere, or in conversation with people, but never actually get round to posting about them. I apologise for all this, and I apologise if you’ve sent stuff and never got a reply, or got a very late reply. I have a very very inefficient workflow and it is sometimes embarrassing. It’s something I need to fix in 2010 if I’m going to get a PhD thesis done by the summer.

But as as a bumper end-of-2009 post, here’s a roundup of some really interesting examples, ideas, projects, and other tit-bits. If yours isn’t here, I further apologise: it may resurface at some point soon.

Transparent toilet in Lausanne

George Preston sent me a link to this video of a very interesting public toilet in Lausanne, Switzerland. As George puts it:

There’s a central quite modern district [in Lausanne] called Flon, and the toilets have an intriguing way of grabbing your attention/dissuading vandals….the walls are made of glass. But when you pay and enter, a current running to an LC layer in the glass is cut off, rendering it opaque. For people not familiar with them, they are baffling!

The tell-tale pill bottle

Ralph Borland – responsible for the impressive Suited for Subversion – and who must be just about finished with his PhD at Trinity College, Dublin – sends me this story about tuberculosis pill bottles equipped with a SIM card, which can text a patient, his or her carer, or indeed the health authorities if the pills aren’t taken, “achiev[ing] a 94% compliance rate for a TB trial in South Africa”. The SIMpill Medication Adherence Solution is a clever product, a neat technology intervention in patient compliance, an area designers are increasingly being asked to address.

From the SIMpill website:

The SIMpill® Medication Adherence Solution offers detailed compliance data and corresponding statistics, and the patient or pre-approved healthcare professionals or analyst, can gain access to real-time information regarding medication use and compliance through a private secure account on the SIMpill® website. Via the web account the healthcare providers can monitor the medication use of their patients in real-time, and can decide on type of intervention to meet the patient’s ongoing adherence schedule.

As Ralph points out, though:

Put that together with the fact that you can be imprisoned in SA if you have a drug-resistant TB strain and you have something more like a coercive technology than persuasive, interfacing directly with authority structures etc. Thought it’s an interesting cross-over of developing world design and persuasive design…

Narrower supermarket aisles

Brian Cugelman of AlterSpark sent me the following rather coercive idea he overheard, along the lines of Monkeon‘s Leonard Ball bench:

On BBC radio some caller made a proposal relevant to your research. To cope with the UK’s obesity epidemic, with 25% of the population considered obese, a caller proposed making grocery stores aisles very narrow so people of average weight could shop and obese people would not fit.

Punishing users for Alt-tabbing away

From a comment on Jeff Atwood’s 2007 ‘Please don’t steal my focus’ post (which I found again when searching for how to stop an application stealing focus):

One of the old MMOs I used to play (Rubies of Eventide) would log you out of the game if you alt tabbed, supposedly to prevent cheating. This was back in the days when web browsers on windows would steal focus back any time a script on the page reloaded.
I died so many times to those damn page reloads.

Mike on December 5, 2007 4:08 AM

Obstacles speed up exiting crowds

Tjebbe van Eemeren of the University of Twente – a student of Peter-Paul Verbeek of What Things Do fame – sends me a link to this story about the use of obstacles to speed up the passage of crowds:

Even when exits are wide open, people seem to jam up in front of it. Then they tried something goofy. They put something in the way of the people trying to get out. Not so big that it blocked the way, but big enough that people had to detour around it. And it had to be in just the right place. Guess what? Everybody got out faster.

The actual research isn’t referenced in the story, but this article goes into a lot more detail. There’s a preprint of the paper by Daichi Yanagaisawa et al here. There’s also discussion of the story and the phenomenon on Derren Brown’s blog.

Opower

Opower
Robert Cialdini gets name-checked quite a lot on this blog, and rightly so: his work on persuasion and the psychology of influencing behaviour across many different domains underpins many of the design patterns and explains many of the examples we’ve looked at (particularly what I characterised as the ‘cognitive lens’ of design with intent). He’s something of a model for how to be a respected academic researcher at the forefront of his field (who actually tries things out rather than simply theorising), a consultant in high demand from industry, and also a bestselling popular author.

Cialdini is now Chief Scientist of Opower, an energy monitoring and smart metering startup which started life as Positive Energy (thanks to Mike Stenhouse for sending me details earlier in the year) and has already had significant success partnering with utility companies in the US to give customers better feedback – using personalised messages based on social proof and norms to suggest actions for householders to take to reduce their consumption:

Step 1: Customer reads report: “You used 72 percent more than your efficient neighbors.”
Step 2: Customer reads targeted tip: “Most people in your area keep their AC at 78 degrees”
Step 3: Customer turns down thermostat and takes other energy-saving actions.

I think it’s worth keeping an eye on Opower‘s development: they’re taking a different, but complementary approach to other innovators such as Onzo in the UK, and seem to be putting into practice (on a huge scale) some of the ideas that projects such as CHARM are also investigating. As I’ve talked about before, there’s a lot of opportunity for design to influence behaviour in this area, and help users as well as reducing environmental impact.

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The deadline’s fast approaching (mid-day 17th Dec) for the UK Technology Strategy Board‘s ‘User-centred design for energy efficiency in buildings’ competition [PDF] – there’s an introduction from Fionnuala Costello here.

This is an exciting initiative which aims to bring together (in a 5-day ‘sandpit’) people from different disciplines and different sectors to address the problems of influencing user behaviour to improve the energy efficiency of offices and other non-domestic buildings, and generate commercially viable collaborative solutions to develop, some of which will then be part-funded by the TSB. Fionnuala’s blog, People in Buildings has some great posts and discussions exploring aspects of how human factors and technology together might be used to help people use energy more effectively. If you or your organisation are interested in these kinds of issues – and using design to address them – it’d be well worth getting an application in over the next few days.

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As I’ve admitted before, having the idea of ‘design that’s intended to influence behaviour’ on my mind a lot of the time does sometimes lead to seeing everything with that filter in place:

[It's] a kind of conspiracy bias, ascribing to design intent that which is perhaps more likely to be due to situational factors (a kind of fundamental attribution error for design), or inferring the intention behind a design by looking at its results.

Nevertheless, it’s not unexciting. Noticing things I’d never have noticed before I started doing this research – often details or tricks that have been pointed out by commenters here on the blog – can give you a feeling of deeper connection to the design of the products and systems and environments around us. Things are designed to influence how people use them, what people do and don’t do, whether we are conscious of it or not. So here are some observations – none of them terribly amazing! – from a recent day in London with a camera and my long-suffering girlfriend. There are hundreds more I could have included – everything from elements of the websites we looked at before travelling, to the layout of stations and streets and buildings and tables and chairs and the wording and order of menus and adverts and just about everything that’s been designed to elicit some kind of behavioural response. But we just don’t notice most of this: it’s only occasionally that things attract our attention, which is what happened with the following examples.

Door buttons, First Great Western

The ‘Open Door’ buttons on First Great Western’s Class 165/166 trains (going into Paddington) are much larger than the ‘Close Door’ buttons (which rarely need to be pressed anyway, since the doors are closed automatically before the train departs). I’m assuming they’re intentionally more prominent because it’s the button that people need to see and press in a hurry if they need to get off and the vestibule(?) area’s crowded (and it often is on this service), and larger for a kind of Fitts’ Law reason: reducing the time taken to ‘acquire the target’. It’s also large enough to be able to elbow it or press it with a shoulder if you’re carrying things in both hands.

Escalators, Canary Wharf station

The escalators at Canary Wharf underground station, as at many others, have raised obstructions (often masquerading as “Stand on the right” signs) every couple of feet to prevent people sliding down the panelling between the handrails. When I looked at this before – the slightly more extreme spikes at Highbury & Islington station – there were some great comments including a story about what can happen when they obstructions aren’t present (or rather when just one is – a large sign at the bottom). It did occur to me that the kind used at Canary Wharf would actually work quite well as hand-holds for climbing up, should you want to.

Look Right marking on road, Canary Wharf

All over the UK, but particularly in urban areas with complex traffic movements, one-way systems or lots of visitors, such as here outside the DLR station at Canary Wharf, some pedestrian crossings are marked with “Look Right”, “Look Left” or “Look Both Ways” on the road, to suggest to pedestrians (at just the right moment) which way they should look to watch out for oncoming traffic. Richard Thaler has mentioned this as a ‘nudge’ example before. It doesn’t always get implemented correctly; there are also other design tricks for influencing pedestrians to face the right way at crossings.

I might be going beyond my expertise here, but it seems like it’s actually relatively unusual in much of Europe (perhaps because of the Vienna Convention) to have instructional ‘injunctive’ text on traffic signage (including markings), compared with some other parts of the world. For example, in the UK, since the 1960s at least we very rarely have signs such as “Wrong Way, Go Back” – there would more likely be a “No Entry” sign, with no text. If you’re interested in British road signage, this is one of the best articles on the subject.

Gate at Mudchute Park

Here’s a ‘kissing gate’ at Mudchute Park presumably intended to prevent bicycles (though I would have thought a bike could fit through the gate next to it). As we’ve seen before, trying to stop cyclists using awkward gates doesn’t always work. Given the location of this gate, it may also help prevent any animals which have escaped from the the farm from running out onto the road.

Anti-climb paint, Mudchute allotments

Also at Mudchute, these allotments have anti-climb paint applied to the fence – a slippery paint that stays ‘wet’ (here’s a nice publicity photo). I’ll be honest, I’ve often wondered how much effect this stuff really has against someone equipped with, say, rough-textured gloves who could, at least on a fence like the one in the picture, probably get his/her hand all the way round both the horizontal and vertical parts of the fence. Or just a loop of rope, or a hook, along with black clothes (to hide the paint that comes off) or disposable overalls plus some kind of disposable blanket or rug to cover the spikes and flatten the barbed wire would seem to be all you need. I’m not condoning this, of course – as an allotmenteer myself, I appreciate that they can well be an attractive target.

As an alternative to anti-climb paint, spikes, etc, these roller bars seem quite interesting.

Bird bin, Mudchute farmBird bin, Mudchute farmBird bin, Mudchute farm

The yard of the Mudchute Kitchen, part of the farm, has these friendly rubbish bins – a great example of affective engagement, particularly somewhere where there are going to be lots of young children visiting on school trips or with families. The open beaks are an invitation, a perceived affordance that they should be ‘fed’. Whether it’s a good idea to ‘teach’ children to feed litter to birds is another matter…

Recessed alarm, DLR
 
 
 
 
 
Unlike the ‘Open Door’ button above – which doesn’t matter if it’s accidentally pressed since it only operates when the train is stationary and alongside the platform – passenger emergency alarms such as this type on the Docklands Light Railway need to be prominent and visible, yet protected against accidental operation due to, for example, someone leaning on the button when the train is crowded. So, not only recessing it, but mounting it at the top of the recess, where even an inadvertent poke from an umbrella or elbow is less likely to make contact, is a clever errorproofing solution.

A 'Norman' door, Canary Wharf

The shopping mall at Canary Wharf features ‘Norman doors‘ that despite having prominent, elegant, no doubt expensive stainless steel handles, must actually be pushed open, hence the necessity of the ‘Push’ labels. Other than being able to pull the doors closed if necessary, or simply because it’s cheaper to make doors with the same fittings on both sides so they can be hinged either way, I’m not sure why this particular category of false affordance is so common. Making the handles flatter on the ‘push’ side would preserve a similar style visually but signal that they need to be pushed without needing to resort to a sign.

Couple of other observations: the comprehensive row of prohibition signs on the doors almost forms a design element itself, echoing the pattern of squares further down. You’re not allowed to do much other than spend money in this particular mall. Also, printing the word STYLE on posters in reflective foil does, unfortunately, mean that from some angles, the L and E will disappear.

ATM forcing function

Getting some money out: we’re so used to ATMs returning the card before dispensing the cash that we often don’t even think about this interlock forcing function. In fact it may even momentarily surprise us when ticket machines (for example) don’t work like this.

But ATMs didn’t always operate like this either, and when the cash was returned first, the card was often forgotten. So the order was changed – as Phillip Chung & Michael Byrne put it “to place the hanging postcompletion action ‘on the critical path’ to reduce or eliminate [its] omission” – although this card-then-cash format is by no means universal.

I looked at some possible alternative solutions for the problem in this paper for Applied Ergonomics (e-mail me if you’d like a copy), as a kind of test / demonstration of the Design with Intent toolkit.

(The above is actually a photo of a different machine to the one I used on this particular day, since there was a queue of people behind me)

Spikes, Southwark

These friendly anti-sit spikes (including a slightly crooked one on the left) outside the headquarters of London Councils in Southwark just scream “We love the public!”. I guess the alcove could provide a useful hiding place for someone to jump out on passers-by or something.

Eat, South Bank

Further along the South Bank, this branch of Eat reminded me that B J Fogg used a photo of the Eat sign in his talk at Design for Persuasion, as an example of what he calls hot triggers: cues or calls to action which actually prompt a behaviour, assuming that the motivation and ability are there already. Someone walking along, hungry (motivated), with enough money to buy food (ability) needs a trigger, and a sign pretty much instructing one to eat is a particularly clear one. We didn’t eat there, of course – there are better places – but it’s an interesting tactic.

Gearstick, Reliant Scimitar SST

Finally, as we were about to drive home from the station, I thought about the reverse gear ‘gate’ – a kind of lock-out – which prevents the driver changing accidentally directly from a forward gear into reverse (though it’s usually possible the other way round). Depending on the gearbox, you generally need to lift the gearstick over the ‘gate’ or press a button while moving the stick, or in the case of my Reliant Scimitar (which has a 1980s Ford Sierra gearbox), press the gearstick itself downwards.

 
What do you see everyday that makes you think “they designed it like that so that people would do this”?

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Herbert Simon“Engineers are not the only professional designers. Everyone designs who devises courses of action aimed at changing existing situations into preferred ones. The intellectual activity that produces material artefacts is no different fundamentally from the one that prescribes remedies for a sick patient or the one that devises a new sales plan for a company or a social welfare policy for a state.”

Herbert A. Simon, The Sciences of the Artificial, 1969 (p.129 of 1981 MIT press 2nd edition)

BF Skinner“[W]e need to make vast changes in human behaviour, and we cannot make them with the help of nothing more than physics or biology, no matter how hard we try… What we need is a technology of behaviour.”

B.F. Skinner, Beyond Freedom and Dignity, 1971 (p.10 of 1973 Pelican edition)

 
 

Jay Forrester“People may dislike the idea of ‘designing’ social systems. Designing social systems may seem mechanistic or authoritarian. However, all social systems have been designed… People have designed the systems within which they live. The shortcomings of those systems result from defective design, just as the shortcomings of a power plant result from erroneous design.”

Jay W. Forrester, ‘Designing the Future’, talk at University of Seville on December 15th 1998 (p.6 of this PDF)

Emphases in the above are mine. Arguably, in the Forrester quote, we have not consciously/intelligently enough designed the systems in which we live (hence the shortcomings), which I think is partly the point he’s making based on the rest of the talk.

I still think my favourite ‘Design with Intent’-related quote is this one from Buckminster Fuller. It has an attractive blend of humility and confidence, seeing people not as the problem but as part of the solution.

Image sources: Herbert Simon; B.F. Skinner; Jay Forrester.

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The ‘Piano Staircase’ from Volkswagen’s thefuntheory.com

The Fun Theory (Rolighetsteorin), a competition / campaign / initiative from Volkswagen Sweden – created by DDB Stockholm – has been getting a lot of attention in the last couple of weeks from both design-related people and other commentators with an interest in influencing behaviour: it presents a series of clever ‘design interventions’ aimed at influencing behaviour through making things “fun to do” – taking the stairs instead of the escalator, recycling glass via a bottle bank and using a litter bin. The stairs are turned into a giant piano keyboard, with audio accompaniment; the bottle bank is turned into an arcade game, with sound effects and scores prominently displayed; and the litter bin has a “deep pit” effect created through sound effects played as items are dropped into it. It’s exciting to see that exploring design for behaviour change is being so enthusiastically pursued and explored, especially by ad agencies, since – if we’re honest – advertisers have long been the most successful at influencing human behaviour effectively (in the contexts intended). There’s an awful lot designers can learn from this, but I digress…

As a provocation and inspiration to enter the competition, these are great projects. The competition itself is interesting because it encourages entrants to “find [their] own evidence for the theory that fun is best way to change behaviour for the better”, suggesting that entries with some kind of demonstrated / tested element are preferred over purely conceptual submissions (however clever they might be) which have often been a hallmark of creative design competitions in the past. While the examples created and tested for the campaign are by no means “controlled experiments” (e.g. the stats in the videos about the extra amount of rubbish or glass deposited give little context about the background levels of waste deposition in that area, whether people have gone out of their way to use the ‘special’ bins, and so on), they do demonstrate very well the (perhaps obvious) effect that making something fun, or engaging, is a way to get people interested in using it.

Bottle bank arcadeWorld's deepest bin

Triggers

Going a bit deeper, though, into what “the theory of fun” might really mean, it’s clear there are a few different effects going on here. To use concepts from B J Fogg’s Behaviour Model, assuming the ability to use the stairs, bottle bank or bin is already there, the remaining factors are motivation and triggers. Motivation is, on some level, presumably also present in each case, in the sense that someone carrying bottles to be recycled already wants to get rid of them, someone standing at the bottom of the stairs or escalator wants to get to the top, and someone with a piece of litter in her hand wants to discard it somehow (even if that’s just on the ground).

(But note that if, for example, people start picking up litter from elsewhere in order to use the bin because they’re excited by it, or if – as in the video – kids run up and down the stairs to enjoy the effect, this is something slightly different: the motivation has changed from “I’m motivated to get rid of the litter in my hand” to “I’m motivated to keep playing with this thing.” While no doubt useful results, these are slightly different target behaviours to the ones expressed at the start of the videos. “Can we get more people to take the stairs over the escalator by making it fun to do?” is not quite the same as “Can we get people so interested in running up and down the stairs that they want to do it repeatedly?”)

So the triggers are what the interventions are really about redesigning: adding some feature or cue which causes people who already have the ability and the motivation to choose this particular way of getting out of the railway station to the street above, or disposing of litter, or recycling glass. All three examples deliberately, prominently, attract the interest of passers-by (“World’s deepest bin” graphics, otherwise incongruous black steps, illuminated 7-segment displays above the bottle bank) quite apart from the effect of seeing lots of other people gathered around, or using something in an unusual way.

And once they’ve triggered someone to get involved, to use them, there are different elements that come into play in each example. For example, the bottle bank – by using a game metaphor – effectively challenges the user into continuing (perhaps even entering a flow state, though this is surely more likely with the stairs) and gives feedback on how well you’re doing as well as a kind of reward. The reward element is present in all three examples, in fact.

Perhaps the most relevant pattern in all these examples, and the “fun theory” concept itself, is that of emotional or affective engagement. The user experience of each is designed to evoke an emotional response, to motivate engagement through enjoyment or delight – and this is an area of design where a lot of great (and commercially applicable) research work has been done, by people such as Pieter Desmet (whose doctoral dissertation is a model for this kind of design research), Pat Jordan, Marco van Hout, Trevor van Gorp, Don Norman and MIT’s Affective Computing group. Taking a slightly different slant, David Gargiulo’s work on creating drama through interaction design (found via Harry Brignull‘s Twitter) is also pertinent here, as is Daniel Pink’s collection of ‘emotionally intelligent signage’ (thanks to Larry Cheng for bringing this to my attention).

What sort of behaviour change, though?

I suppose the biggest and most obvious criticism of projects such as the Rolighetsteorin examples is that they are merely one-time gimmicks, that a novelty effect is the most (maybe only) significant thing at work here. It’s not possible to say whether this is true or not without carrying out a longitudinal study of the members of the public involved over a period of time, or of the actual installations themselves. Does having fun using the stairs once (when they’re a giant piano) translate into taking the (boring) normal stairs in preference to an escalator on other occasions? (i.e. does it lead to attitude or preference change?) Or does the effect go away when the fun stairs do?

It may be, of course, that interventions with explicitly pro-social rhetoric embedded in them (such as the bottle bank) have an effect which bleeds over into other areas of people’s lives: do they think more about the environment, or being less wasteful, in other contexts? Have attitudes been changed beyond simply the specific context of recycling glass bottles using this particular bottle bank?

Project by Stephen Intille & House_n, MITProject by Stephen Intille & House_n, MIT

How others have done it

This campaign isn’t the first to have tried to address these problems through design, of course. Without researching too thoroughly, a few pieces of work spring to mind, and I’m sure there are many more. Stephen Intille, Ron MacNeil, Jason Nawyn and Jacob Hyman in MIT’s House_n group have done work using a sign with the ‘just-in-time‘ message “Your heart needs exercise – here’s your chance” (shown above) positioned over the stairs in a subway, flashing in people’s line-of-sight as they approach the decision point (between taking stairs or escalator) linked to a system which can record the effects in terms of people actually making one choice or the other, and hence compare the effect the intervention actually has. As cited in this paper [PDF], previous research by K D Brownell, A J Stunkard, and J M Albaum, using the same message, in a similar situation, but statically displayed for three weeks before being removed, demonstrated that some effect remains on people’s choice of the stairs for the next couple of months. (That is, the effect didn’t go away immediately when the sign did – though we can’t say whether that’s necessarily applicable to the piano stairs too.)

Persuasive Trash Cans by de Kort et alLast year I mentioned Finland’s “Kiitos, Tack, Thank you” bins, and in the comments (which are well worth reading), Kaleberg mentioned Parisian litter bins with SVP (s’il vous plaît) on them; most notable here is the work of Yvonne de Kort, Teddy McCalley and Cees Midden at Eindhoven on ‘persuasive trash cans‘ [PDF], looking at the effects of different kinds of norms on littering behaviour, expressed through the design or messages used on litter bins (shown to the left here).

Work on the design of recycling bins is, I think, worthy of a post of its own, since it starts to touch more on perceived affordances (the shape of different kinds of slots, and so on) so I’ll get round to that at some point.

Many thanks to everyone who sent me the Fun Theory links, including Kimberley Crofts, Brian Cugelman and Dan Jenkins (apologies if I’ve missed anyone out).

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The RSA House, London
RSA Design Directions 2009/10

The RSA’s 2009/10 Design Directions competition has been launched, which means up and down the country there are design students and new graduates working on one of the pretty wide selection of briefs. Given the RSA’s aim of ‘removing barriers to social progress’ – with a significant commitment to using design to do this – the briefs are themed around design for social benefit, addressing issues ranging from helping an ageing workforce to helping new architecture graduates apply their skills in other contexts.

A couple of the briefs are explicitly about design for behaviour change, and thanks to working with Jamie Young of the RSA’s Design & Behaviour project on some ideas for briefs earlier this year, the Design with Intent toolkit is explicitly referenced as a ‘resource’ for the Independence Days brief on ‘reinventing assistive technology’ (sponsored by the Technology Strategy Board) and A matter of life…, a brief about improving patient compliance with taking prescribed medication (sponsored by GlaxoSmithKline). Both of these are very noble causes and I hope the Design with Intent patterns are useful inspiration in some small way; I look forward to seeing some of the results!

Design Approach worksheet by Nedra Kline WeinreichDesign Approach worksheet

Nedra Kline Weinreich, author of Hands-on Social Marketing, has created a fantastic Design Approach for Behaviour Change worksheet based on the 12 design patterns from my Design with Intent toolkit poster.

By re-framing each of the patterns as a question – e.g. “How can you provide a cue to action at the appropriate time?” for kairos (discussed by BJ Fogg in his original book, Persuasive Technology) – Nedra turns the patterns more directly into cues for action themselves for a design team to brainstorm or think about. After working through the questions, asking each of them about the behaviour problem you’re working on, you pretty much end up with a set of possible solutions: this is a very clever way to structure the idea generation process. (As such I’ve added a link to Nedra’s worksheet to the DwI intro page of this site.)

Inspired by Nedra’s thinking, the next version of the DwI toolkit, which I’m putting together at present, will have a question element to each of the patterns.

Design for Persuasion, Brussels
Design for Persuasion conference, Brussels

Design for Persuasion handoutAt the beginning of October I was honoured to be invited to speak at Design for Persuasion, a new conference taking place at the impressive Belgacom Surfhouse in Brussels, organised (very well) by Christel de Maeyer and BJ Fogg.

The event was mainly directed towards ‘new media’ persuasion and design, focusing on practical applications rather than academic studies, and featured some great presentations from people such as Richard Sedley (who kindly took the above photo for me!), Amy Shuen, Bart de Waele (whose excellent ‘Addictive Websites’ slides you can see here), and other expert practitioners. Many of the presentations are on Slideshare; there are also some very nice photos on Flickr from Katrien Degreef.

Here’s my presentation (below) with a transcript here and image credits here. The handout (picture above right) I refer to is here [PDF].

Many thanks to Christel and BJ for organising this, and to the great people I talked to, including Nynke, Marijn and Arjan.

BURA stats
A pleasing statistic

Thanks to readers of this blog, the DwI toolkit v.0.9 poster [PDF] I originally posted back in April is at time of writing, the most-downloaded document ever from Brunel University’s institutional repository, BURA. (Much, much more than any of our other papers, too!)

With 28,000 downloads since it went on BURA, plus another 5,000 or so directly from the blog before I changed where the link pointed, and probably a few directly from Google Books (as well as a handful of at-cost sales of the physical printed poster) it gives me an incredibly warm feeling to think that so many people all over the world have found it interesting enough to read (and hopefully – in at least some cases! – use) it. Please do let me know (in the comments, or by email) if you’ve found it useful (or useless), what problems you’ve applied it to, how you think it could be improved, and so on, or have a go at the survey.

The next version (v.0.95) will take a different form (cards – which some of you will have tried out in a couple of workshops) and include some new patterns, as well as ‘question’ phrasing as mentioned above. I hope to have this available to download (or buy as a card deck) by the end of 2009.

Thanks again for making the DwI toolkit a success!

Things which slipped by without me writing about them much here

The last few months have been very busy for me as I rush to progress the PhD in sufficient depth and breadth while still doing other things, and I’m aware that I haven’t talked much about all this on the blog. I’ve been to the DiGRA conference and had great discussions with Ian Bogost and Sebastian Deterding; I’ve been to dConstruct and talked to Adam Greenfield; been to Greengaged and blogged about it for the site; been to a conference on Naturalistic Decision-Making and got some incisive advice from Gary Klein himself; and am about to present this paper [PDF] at Sustainable Innovation ’09. With the help of some great participants (including Frankie who interviewed me here!) I’ve also managed to complete a series of Design with Intent workshops in which we’ve addressed a range of behaviour change briefs. The results of these workshops will be reported on here at some point soon, I promise!

So, stay tuned: as winter approaches, and sitting in front of a warm, glowing rectangle becomes more appealing, I will endeavour to blog more often and about more real examples of design with intent in the wild, a bit more like the blog used to be. Thanks for sticking with me.

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