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Archive for the 'UX design' Category

A reading mode for the web?

What is the main task I have to accomplish while reading an article on the web? The answer is obvious: the task is to read the article.
Yet looking at most websites, only a small part of the webpage actually supports this task. Safari Reader is the latest attempt to help users take matters into their hands.
Read more

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A Journey from Ethnography to Design: Coastal Erosion Risk Mapping Project

Ethnographic research involves the study of people and groups as they go about their everyday lives.  The ethnographer participates in daily routines within the context of the research setting, observes what is going on and systematically records his or her experiences and thoughts. Participation based on social and physical proximity is key to this process.

Flow frequently uses ethnographic research methods to gain a deep understanding of the social and working lives of people who use different products and services in different contexts. The findings provide richer insights into service and product design requirements and opportunities for innovation, particularly when designing for global and multi-cultural audiences.

One of the key questions around ethnographic research is how its findings are transformed into design. One example of such a process was presented at a recent UX Brighton: ‘A Journey from Ethnography to Design’. The event included two speakers: Simon Johnson, User Experience Consultant at Flow and Miles Rochford from Nokia. Simon spoke about the ethnographic research and subsequent design that he completed for the Environment Agency. Miles’ presentation focused on using ethnography to design products for emerging markets.

The Environment Agency commissioned Flow to conduct contextual research and subsequently design an interactive map that will provide users with coastal erosion information – a national project that will affect 2.1 million houses on the coast. The key objectives were to establish what an erosion map should look like, how it should work and what sort of information should accompany the map.

Claire Mitchell, Flow’s Principal Consultant on the project and Simon started the project with a research phase that included ethnographic field observations in two coastal settings: Norfolk and Hastings. Simon spent two weeks documenting the lives of coastal communities, interviewing local people and immersing himself in their lives. Additionally, Simon interviewed eight professionals at Flow’s experience labs in London.

Ethnography enabled Simon to apply his empathy and humanistic values to drive the project. It was clear that his findings provided the Environment Agency with a rich understanding of the concerns, information needs and myths that people who live in rural coastal communities might have. Simon described how his research findings confirmed some of EA's current thinking, provided new insights and defined the subsequent design process and deliverables.

The research that Claire and Simon conducted described how emotive the coastline is, an institution in British history that invokes strong feelings and forms a strong part of a shared heritage. The implications were the need for the Environment Agency to communicate that it cares and to reassure people that action was being taken to protect the coast. It was also clear that people trust locals and distrust central government, erosion maps caused alarm and that a certain amount of local knowledge derived from  ignorance and/or myth. An example of a myth was the commonly repeated argument that the government was making money dredging ‘their’ sand.

The design approach focused on a simple website that addresses the needs of both professionals and locals. Claire and Simon decided that the design should answer core questions and myths, stick to plain English, use local materials and represent risks  without alarming local people.

Is it Ethnography?
After the presentation the audience participated in a lively debate, which had a particular focus on the true meaning of ethnography. For some designers ethnography was a new concept and their reactions during the Q&A sessions and after the presentations indicated that they found both Simon and Miles’ presentations truly thought provoking. Some felt that rapid ethnography with a specific structure and design agenda was different from “ethnography” and needed a new term associated to it.

Theoretical research has two main aims – the validation of existing knowledge and the acquisition of new knowledge. Flow uses research to acquire and validate specific knowledge, the context in which services and products are used.  Flow uses principles and techniques taken from social sciences such as sociology, anthropology and psychology to inform design decisions. Our main aim is to design solutions that work outside of design studios, laboratories and meeting rooms. As a result, we often use appropriate research techniques to focus on specifically targeted contexts and activities. A term that is often used to describe this work is Design Ethnography.

Simon's presentation

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Many thanks to Danny Hope and former Flow Consultant Harry Brignull for organising the event.

--Ofer Deshe

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The iPod Shuffle - Complex Simplicity

The original iPod Shuffle had a clear proposition; a cheap, simple, and minimalist music player. Technically the first iPod to use flash memory and physically the smallest, it lacked any display, scroll wheel or playlist management features. The constant need to control, skip, manage, and navigate was replaced with a simpler and more relaxed lack of control. Instead, the device simply shuffled music at random or played tracks in order. The front of the device had a simple interface:

  • Play/Pause
  • Next Song/Fast Forward
  • Previous Song/Fast Reverse
  • Volume adjustment

On the back was a three-position switch to play music in order, or shuffled or to turn off the unit.

The second generation was just as simple as the first, but had more storage and less than half the size.

On 11 March, 2009 Apple released the third-generation Shuffle.

One of the key design decisions was to simply not have any buttons, apart from a button that switches between 'Off', 'Random' and 'Order'. All controls are now part of the earphones.

According to Apple:

The new iPod shuffle is amazingly small and even easier to use.

But is it easy to use?

Soon after the launch, forums, social media networks and blogs started to criticise the new Shuffle. Whilst some disliked being dependent on using Apple's earphones, others criticised the new interface. Physically, the control could be difficult to grab during sporting activities or for those with bigger hands, but more importantly, most of the functions are controlled via a central button that has no labels.

The lack of visual display raises a design challenge. Unfortunately, touch is a less accurate sensory mode than vision and typically slows users down. Apple could have designed an interface with elements that could have been recognised through tactile attributes such as feedback, resistance, size, weight, and/or texture. The father and grandfather of the current Shuffle are good examples of such a control. However, the solution was to include VoiceOver technology, a feature that speaks 14 languages and plays back track and playlist names. Although a minor issue, VoiceOver struggles with pronunciation. Perhaps in the future, additional language information will be included with each track.

iPod Shuffle

One button, nine commands

Apple was once famous for the one-button mouse. Although historically some suggest that this decision was based on cost, it was often argued that one button is all you needed. The one button became a symbol of simplicity. In contrast, the new iPod Shuffle has a central button that accepts many user commands. In fact, this 'one button' handles 9 inputs:

  1. click
  2. click & hold
  3. double-click & hold
  4. triple-click & hold
  5. triple-click and hold within 6 seconds
  6. triple-click and hold after 6 seconds
  7. click until a tone is played
  8. click until you hear a name
  9. click & hold until exit

There is no direct cognitive mapping between users' goals and the required actions. For example, why does 'double-click and hold' fast-forward a track, but 'triple-click' rewind? Moving to the next track is achieved by double-clicking. So how do you expect to move to the previous track? Did someone at the back just say "triple-click within 6 seconds of the track starting"? Correct.

 Poor learnability?

Ultimately, if the device is used frequently, many users will move from being novices to experts. However, if learnability is poor, some users will remain perpetually intermediate and potentially frustrated.

Learnability is inherent in interface features that allow novice users to understand how to use a device and how to attain optimal (level of) performance. Learnability is based on five main factors:

  • Predictability: operation visibility - what elements of a user's knowledge from past interactions with this device can help to determine the outcomes of future interactions?
  • Familiarity: guessability - to what extent can users' knowledge from other systems and real world objects could be applied to interactions with the device?
  • Synthesisability: how does the interface help a user to asses the effect of past actions on the current state?
  • Consistency: likeness in behaviour. In this context consistency is related to user inputs and the subsequent output responses.
  • Generalisability: support for the user to extend their knowledge to other applications and devices.

In the case of the Shuffle, lack of visual display could slow down skills acquisition. The design is not based on familiar metaphors, and poor learnability may increase cognitive load. Many users will not be familiar with the Shuffle's interface, apart from iPhone users who use a similar earphone-based controller.

As a robust device consistency between actions and auditory feedback that arises as a consequence will be high and usage is likely to be frequent. Therefore, for many users learnability will eventually take place. It is possible that Apple plans to extend this interaction model to other devices. For those who mastered this control acquiring this skill will become generalisable and useful.

 

Does it matter?

So it might be difficult to learn. Arguably, it has beautiful industrial design, long battery life and impressive storage capacity. Apple could sell many of these fashion accessories to users who would simply click to play whilst sitting on the train, running, or going to the gym.

The best way to gain an in-depth insight would be to test the Shuffle with users. In the next few weeks we are planning to evaluate the Shuffle in one of Flow's experience laboratories and analyse its performance and user experience.

- Ofer Deshe, Principal User Experience Consultant

Thanks to Thibault Baradat-Bujoli for the original illustrations

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The power of recommendation

Thanks to Pierre Lenfestey for this image

We seldom discuss mediocre experiences with our friends. The ones which do get mentioned are the exceptional - both great and bad.

A bad experience is one where:

  • My needs and desires are not provided for.
  • The product itself doesn't deliver as promised or is confusing / hard to learn.
  • The interaction (at POS and afterwards) is confusing, patronizing, inflexible, or unusable.

A great experience is one where:

  • The concept is utterly relevant for me.
  • The product itself exceeds expectations and allows me to focus on the task in hand.
  • The interaction (at POS and afterwards) is simple, fast, accessible and structured appropriately for me.

Countless online communities & blogs have built up around recommendations and many ecommerce sites have integrated a recommendation network into their shopping experience e.g. Amazon. Many books have been written about the power of recommendation in marketing including The Tipping Point by Malcolm Gladwell and Buzzmarketing by Mark Hughes. Terminologies have developed around the roles individuals play in such recommendation networks (Connectors, mavens & salesmen in the Tipping Point). If you want to know more you can get the books... suffice it to say that recommendations work best the closer the source is to you... or the most highly respected the source.

The power of a recommendation is undeniable - it creates buzz which is the marketing holy grail.

The first step in getting recommendations is to create outstanding experiences. In designing any product or service the 3 key questions are:

  1. Is the product/service relevant for the target market? Does it address the real needs and desires and will it fit effectively into the context in which it will be placed?
  2. Is the product/service marketed effectively to enable customers to fully understand its potential whilst retaining clarity? Is it intuitive, accessible and enjoyable?
  3. Do the sales and post sales processes support customers' behaviour? Will they allow them to engage in the optimal way to ensure a great experience?

As a producer of such experiences the only way to ensure you are getting this right is to involve the end users throughout the design process from concept development through functional specification and visual design to marketing and post sales. See the Flow case studies for numerous examples across different industries and product types.

It's great to hear people being positive about something which went right to such an extent that they make conversation of it. Let's learn from some of the positive experiences out there. Please add a line or two on your great experiences.

Thanks to Pierre Lenfestey for the use of his artwork.

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Flow and National Express East Coast win the Information Technology Excellence of the Year Award

Emma Passey and Simon Pearson (National Express East Coast) along with Ian Worley (Flow Interactive) receiving the IT Excellence Award Emma Passey, Simon Pearson (National Express East Coast) and Ian
Worley (Flow Interactive) receiving the IT Excellence of the Year Award

On Thursday evening, 19th February 2009, I was privileged to be at the Grosvenor House Hotel in London for the HSBC Rail Business Awards to co-receive the Information Technology Excellence of the Year Award for the new National Express East Coast (NXEC) booking engine and website.

As any of you reading this who have used the NXEC booking engine know, it dramatically simplifies the process of finding and buying rail tickets online...not just on NXEC routes, but for any train in the UK.  We have blogged before about the intuitive user interface and its cutting edge use of AJAX technology as well as the positive customer feedback and improved business results for NXEC before.

We (and NXEC) have also received lots of accolades from customers and the industry about how great the new booking engine is.  So it fills us with a great sense of pride and accomplishment to receive this well-deserved acknowledgement from the Rail Industry for all the creativity and teamwork that went into making it happen.

It has been a long road, but the hard work and effort has paid off, not just because we won this award, but because we succeeded in creating a first-of-its-kind, innovative and successful new booking engine for trains that will set the standard for all that follow, in terms of business performance, ease of use and customer satisfaction. It is also a clear demonstration of how User-Centred Design makes a tangible difference to customers and business.

I just want to take a moment to thank the entire NXEC team from Flow:  Simon Hatch, Alejandra Obregon, Martina Schell and Kelsey Smith; our partners at Splendid: Paul Bishop, Simon Parbutt, Alistair Thomson and Karl Wortmann; the team at Atos Origin who built it:  Graham Bodman, Richard Phillpot, Ian Collier, Eleanor Waldron and Chris Rees; and the team at Tullo Marshall Warren (TMW) for bringing the marketing website together.

But perhaps most importantly, I want to thank Emma Passey and the entire NXEC team for their vision, passion and perseverance.  We couldn't have done it without you!

Congratulations to everyone. A well deserved award!

- Ian Worley, Director of User Experience at Flow Interactive

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Designing for other cultures: putting Hofstede to bed

User centred researchers and designers working in developing markets are finding new ways to understand their target users.

In the early 70s, Prof Geert Hofstede ran surveys with IBM employees worldwide and produced a set of four cultural dimensions which he used to categorise countries in terms of national tendencies. His four dimensions were:

  • The Power Distance Index, which looks at how much people accept and expect that power is distributed unequally.
  • Individualism, which considers how far people operate as part of extended loyal groups and families.
  • Masculinity, which considers how far men's values are from women's in a society.
  • The Uncertainty Avoidance Index, which measures a society's tolerance for uncertainty, ambiguity and diversity of approach.

It doesn't take long to notice that Hofstede's ideas have little to do with interaction design as such. They are focussed on management and communications and offer analysis at the level of general tendencies; they are not about use. But Prof Hofstede's name has become synonymous with cultural research in interaction design. He is quoted extensively. He is held up as evidence that tidy answers exist somewhere to untidy problems.

Interaction designers do need guidance on how to handle cultural diversity when designing technology with international reach. But that guidance may not be best in the form of metrics and measures. The OzCHI 2008 conference on Designing for Habitat and Habitus explored cultural aspects of designing. And every single experienced researcher came back to the same point: The best way for designers to understand the cultures they are designing for is to go get first hand experience.

Good listening

The OzChi2008 conference began with a workshop on 'Inclusivity, Interaction Design and Culture' . Participants discussed flexible and fine-grained ways of understanding difference in interests, values and use of technology. This understanding, it was agreed, did not come from metrics focussed on national characteristics.

So what did these researchers advocate instead? Read more

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Eight travel website design tips

We've done a lot of travel site design, for companies including EasyJet, Hotels.com, National Express East Coast. In honour of World Usability Day's transport theme this year, we've pulled together eight design and usability tips from our travel-related ethnographic research and usability testing.

World usability day logo

1. Support multi-variable trade-offs

Some people prioritise the cost of the ticket whilst others prioritise the time of travel. The type of trip will cause a person to prioritise one of those variables over the other, but most booking journeys involve trading off these two factors. Successful travel booking interfaces help people understand how time and cost influence each other.

For a holiday maker, the choice of location, duration and hotel make the activity even more complex. "I can go to Rhodes from Manchester on the 16th for 300 pounds, and stay in the four star excelsior for 7 nights, or Cyprus from Gatwick on the 19th for 312 pounds and stay in the 5 star Grand for 6 nights." These are really complex decisions, made in conjunction with family or friends, so you'll need to pull out all the stops to design an interface that really helps.

2. Present a well-defined proposition

Trying to be all things to all people is very expensive. Players with a tightly-defined target market will always do better at serving their market than generalised players spread thin over lots of markets.

Know your market and offer a proposition that appeals to that market - whether it's group travel, business travel, family holidays, design hotels, skiing etc. Then build a site that profoundly and accurately addresses those people's behaviours and needs.

3. Fight "search fatigue" - catch people early in the decision process

People are overwhelmed with choice in the travel market. On average, people in our research visited 22 sites before deciding to go with a provider which they visited 2.5 times. By making site that supports people early in the decision making process and helps them fast track the exploration and decision process, you create awareness in people's mind and they are more likely to go with you.

4. Surface the right information to help people make a decision

Choosing hotels is hard. People find it difficult and stressful to make decisions when their criteria are flexible and the field is large.

Good pictures, features, location with map, star rating, Trip Advisor rating, price per room/night (not per person), hotel name and short description are what matters most when sifting through lists of hotels. Enabling people to get this information without having to 'pogostick' is vital.

World usability day globe drawing

5. Focus on selling the experience not the product

Beyond the basic factors above, there's a whole list of things that users want to know before they make a decision. Focussing on the experience of staying in a hotel, rather than the generic factors, makes it easier for people to make that final choice.

For example, a hotel in Paris is not just a "3 star hotel in the city centre". It's a fantastic base in the vibrant Place de la Sorbonne, it's ideal for food lovers with 6 gourmet bistros, it captures the image of Paris with its view of the Eiffel Tower, it's ideal for families or ideal for romantic getaways. Understanding what a stay there will be like is what will help people to decide and to buy.

6. Be transparent and honest

Trust is a major sticking point for travel sites. In our research, users rarely trusted the price shown and were always prepared for some last minute surcharges.

Travel sites want to show low prices (excluding as many elements as possible), because they believe it help buyers get started. The flip side: a slippery and arduous booking process repels buyers (one where surcharges slowly build up, and cross-sells appear in your basket uninvited).

Would giving the real prices transparently build reputation and trust that exceed the pulling power of a low offer? No one knows for sure. We do know that removing some of the automatic cross-sells does produce a short term loss of revenue. But whether it offers a long term boost in loyalty, no one has yet had the guts to find out.

7. The seducible moment comes after the sale.

When people go into low-cost flight booking mode, they are very task-focussed and don't really care about anything else. We think that's a learned behaviour coming from the situation that a) the good flight deals go fast b) they need to concentrate to make sure they get rid of insurance etc.

Low cost flight booking is like bargain hunting, and trying to up-sell users during the booking process is like taking the bargain away from them. The seducible moment for up-sell is not really during the flight booking process, but after. Most travel sites are stuck in the business model of trying to up-sell during the booking process.

8. Ensure localisation is an actual part of the design phase.

The most planned and least actualised design stage is LOCALISATION. Lack of effective internationalisation and localisation is costing travel sites money.

There's a myth that Europe offers a unified culture with different languages, but it's not true. Language, rating systems, research, booking and payment behaviour vary significantly from country to country.

A simple example: some cultures will tend to assume that a rating of 1 is the best rating, others that a rating of 5 is the best. (The solution is to use a visual rating scale which is less ambiguous).

To maximise adoption, conversion and revenue, travel sites need to research, and test internationally. Using design skills from a range or different countries helps too.

A market opportunity: Design the next generation of travel sites.

People have very quickly learned how to dodge the failings of one website by jumping to another. In our research we have seen that people have no loyalty, there is no trust and that means that online travel companies will always have a major element of uncertainty in their future.

But the development of the web shows that people are open to new ideas and new ways of doing things. So we urge travel companies to innovate based on these design tips. Come up with the iPhone of the online travel industry. The opportunity is there for the taking.

Thanks to Louise, Peter, Karl, Lola, SimonJ, Ofer, Claire and Alejandra for the research and insights.

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Using the Microsoft Ribbon without anyone getting hurt

Designing an effective Microsoft Fluent/Ribbon toolbar is not for the faint of heart. You need to understand your users' activity in detail and plan a consistent overall experience.

I'm working on two WPF applications at the moment. For both, we have to decide whether to use traditional File/Edit/View menus or an MS-Office-style ribbon. It's not an easy decision...

MS Office Fluent Interface Ribbon
A piece of the Ribbon, from MS Excel 2007

Pro: It appears to be built on a sound theoretical basis and Microsoft tell us they've researched it to death with hordes of real users. They also say they're planning to use it more widely.

Con: Key players on both the teams I'm working with are against the ribbon. They say "I use Office all the time and I really don't want one of those things on MY software."

Con: Jakob Nielsen raises an eyebrow that a number of the best new applications of the year use ribbons. He points out that Microsoft have not always come up with the best interface innovations in the past. Pro: But he grudgingly admits that maybe "the Ribbon has legs".

Con: Some surfing around yields plenty of blogs posts from frustrated ribbon users.

Pro: The techsmith team implemented a ribbon on snagit 9 and say their research showed it worked well.

Con: And a couple of bits of software that allow you to replace the ribbon in MS Office 2007 with a more traditional menu bar. That's a sign that there's a potential market of people desperate enough to pay to get rid of the ribbon.

So what's going on?

Good if used with UCD

My analysis: The ribbon is a decent piece of interface, but like most things in UX, it's hard to design it well. And to design it well you really have to understand your users' needs, behaviours and work practices.

That's because the ribbon tries to show commands grouped together based on what users are most likely to want to do. So in Word 2007, for example, there's a tab for mail-merge, and one for page layout and one for referencing, whereas in Word 2003 those features are pushed lower down in a more generic menu structure. If you get the groupings right, your users will always find the selection of controls they need right there in the ribbon. But if you misunderstand what they need to do, they'll get an irrelevant list and you'll get complaints.

Microsoft have got a lot of it right, but a bit of it wrong. And with Office's massive user base, an angry, vocal minority is still a million people or more.

Three ways to get Ribbon design wrong

  1. Choose groupings that don't mirror real-world workflow. Read more
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Visualising the future with graphical facilitation

Drawing ideas in real time helps workshop teams imagine the future more effectively.

In concept design projects, we help our clients to envision how people will use technology in the future. But people who are experts in particular subjects (like their current customer experience or business process), are often less comfortable imagining or describing how things might become. Sometimes, Flow uses client workshops with graphical facilitation to help everyone get a solid grip on abstract ideas.

Augmented conversations

The idea of a graphical facilitation is simple to say, but harder to do: Draw everything that's being said in real time on gigantic sheets of paper. For maximum effect, paper the whole room, so that all ideas remain immediately available throughout the workshop.

\"The revolution is in the chains of data\" - this extract visualises the concept
An extract from a large mural created during a workshop

Here's some rationale...

  • People have new ideas through conversation. Well managed conversations provide inspiration, as well as tests and checks that can help new ideas take shape.
  • Conversations about complex things stop working well unless they are recorded as you go. A visible, running record of the ideas helps the team reach agreement and accept new ideas as building blocks for the next iteration of the discussion.
  • Images are a very powerful record. Most of us can scan images quickly and find things again efficiently. They're also very information rich.
  • Some concepts are more easily expressed in terms other than words. Mathematicians and physicists use mathematical notation. Architects use sketches, models and blueprints. Describing a building or a law of physics in words alone would be exhausting. Expressing complex, interrelated ideas behind a vision of the future will always be easier in pictures.

Visualising the presentation of a new system
Visualising the presentation of a new system

The effects of thinking in pictures

I asked a couple of Flow's user experience consultants about using graphical facilitation.

"The future is unfamiliar territory, and that can be unnerving. Real time graphic output helps make everyone comfortable," Simon Hatch told me. "In a recent workshop, there was visible, engaging output even before we broke for lunch on day 1, and that really helped people feel they were making progress."

But as well as helping people see progress, the imagery on the walls helps people to think more effectively.

"It enables us to uncover and unpack things in a different way," explained Stuart Penny. "Seeing everyone's words represented on the wall helps each team member to absorb everyone else's ideas. And thinking in pictures reduces the effort of working an idea through and visualising its impact and consequences."

Smaller scale

Images are a great way of summarising and communicating the contents of a meeting too. We've been experimenting with writing up some of our meetings using images. You could see it as putting doodling to constructive use!

For fabulous drawing talent, we like to work with Cognitive Media.

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Customer-centred thinking at Seedcamp?

Not all of Seedcamp's cutting edge entrepreneurs understood how to design for customers.

After last year's success, Flow was asked to come back to Seedcamp to mentor on the product and marketing day. I got the opportunity to go and talk with a range of people about how they conceptualise and design new services.

The keynote panel for the day focussed heavily on usability and user-centeredness - in that order. It seems that for most people, the route to user-centered thinking still sparks the notion of usability testing your service/product after build, squeezing it in at the end. Since the cost of changes to software can tend to increase exponentially as you get closer to launch, making changes at the end is not a great way for young businesses to conserve their limited cash.

Soup.io: One of Seedcamp's winners
Soup.io: One of Seedcamp's winners

But from usability, the discussion branched out into the notion that a user-centred approach to strategy early on in the process is much more valuable. This was really valuable for the competing teams. The feedback made it clear that most young entrepreneurs weren't thinking or developing around customer needs. In conversation most said the one thing they didn't have was a differentiated picture about who their users are or how a usable interface might look.

I worked with five of the finalist teams to see if I could help!

Social, efficient, usable

This year's winners seemed to follow a consistent theme: publishing better content, with less effort, and tying it into your social networks. That certainly seems like the mood of the moment on the web.

My favourite

A company called Uniki didn't make it into the final seven. But they were a personal favourite of mine, as an interaction designer. They've created a system to allow gestural interfaces for projected screen. So you can stand near a data projector, wave your hand and turn an on-screen page.

A uniki user gestures at the projected image of an old book to turn the page
A uniki user gestures at the projected image of an old book to turn the page

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