O slideshow foi denunciado.
Seu SlideShare está sendo baixado. ×

World Interaction Design Day 2019 // Mito Digital - Social Behavior Design

Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio

Confira estes a seguir

1 de 34 Anúncio

Mais Conteúdo rRelacionado

Diapositivos para si (20)

Semelhante a World Interaction Design Day 2019 // Mito Digital - Social Behavior Design (20)

Anúncio

Mais recentes (20)

Anúncio

World Interaction Design Day 2019 // Mito Digital - Social Behavior Design

  1. 1. mito. clever things Social Behavior Design Norbert Krizsán World Interaction Design Day 2019
  2. 2. mito. clever things Disclaimer This presentation was originally a talk at the 2019 World Interaction Design Day (IxDD) at Budapest, Hungary so obviously the original slides had to be changed to accommodate to this format. (Or if you prefer to rather watch the talk you can do it on the IxDA vimeo channel as well.) There are a few changes compared to that deck but the intention and the message hadn’t changed – it’s always about how design decisions not only change the users’ experience but also induce social behavior changes which should be considered and addressed by designers. And now this disclaimer is out of the way, let’s jump right into the topic! Just a quick note, really.
  3. 3. mito. clever things .We can safely make a few. .generalized assumptions. .as our basic premises.
  4. 4. Technology changes, human intentions don’t. Today people would still like to meet others, buy things, or have fun the same as they did twenty or so years ago. On the other hand technology is in overdrive with new gadgets, services, and wonders popping up every week. 1 mito. clever things
  5. 5. As tech changes, interactions change. New technology enables us to do things faster, more efficiently, over a broader audience. This opportunity changes how we interact with technology and more importantly with each other. 2 mito. clever things
  6. 6. As interactions change, social behavior changes. Doing it enough times these new interactions get ingrained into our everyday lives and become the norm inducing changes in our social behavior. For better or worse. 3 mito. clever things
  7. 7. mito. clever things .Fruits of bad changes are now pretty. .much visible: Cambridge .Analytica,. .QAnon or the.Rohingya genocide..
  8. 8. mito. clever things Exploited privacy issues, no limitation on spreading unfalsifiable claims, and hate amplified by information bubble can be viewed as culprits.
  9. 9. mito. clever things But... aren’t designers responsible as well? Can we do something to spot these pitfalls and design around them to avoid these?
  10. 10. Let’s take a good, hard look at how the design process works and find holes where things can go wrong. This is going to be an overly simplified version of How Things Get Done, the design process, and its context. Just saying. mito. clever things
  11. 11. mito. clever things PEOPLE BUSINESS TECHNOLOGY Let’s simplify the digital world to three actors. The People, who just want to get things done, so their life gets a little bit better, and they can keep on living. The Business, which that create products and services which they sell for money, so they can create better products and services, and they also can keep on living. The Technology, which is constantly on the drive to improve itself (and can keep on living) and enables a crucial cycle. People are using Technology in their everyday life, which Technology drives Business, which Business provides the products or services for the People that they use. using drives provides
  12. 12. mito. clever things This also works the other way around as well: People give resources (money or data) for the Business, so they can finance and utilize Technology, which in return enables People to get their jobs done better so they can continue using the Product that the Business provides. PEOPLE BUSINESS TECHNOLOGY enabling utilize resources
  13. 13. mito. clever things As we know, most of the time these loops are realized through The Product. If a Business would just randomly create a Product, the feasible, two-way flow of the previous circle could be incidental, so in the past hundred years or so Conscious Design was introduced so the outcome of the creation process is more predictable. How it is done? TECHNOLOGY PEOPLE BUSINESS THE PRODUCT
  14. 14. mito. clever things We need to know what the people want to do and how they do it at the moment and what the business wants, so we research them, and using the resulting data, we design the product, then implement it (and test it, ofcourse) and release it into the wild. We then measure how the people interact with the product and based on that data we modify the product through the same process and cycle continues, creating a product that fits the people and the business better than it did in the previous iteration. What is happening at each arrow? PEOPLE BUSINESS THE PRODUCT RESEARCH DESIGN IMPLEMENT RELEASE MEASURE
  15. 15. mito. clever things During research we gather raw data from and about the people and the business; this also happens during measurement, where the people’s action generates the data. All these information then get synthesized. The design then creates the designs based on this data, their skills, resources and experience, which designs then get coded and implemented into a product. This is the very rough simplification of the design process and the system we live and work in. PEOPLE BUSINESS THE PRODUCT RESEARCH DESIGN IMPLEMENT RELEASE MEASURE raw data raw data action code raw data designs synthesized data
  16. 16. mito. clever things Now. Let’s assume that everyone involved in this process is skilled, experienced and knows what they are doing. At which point is it possible that we miss something, or straight up introduce bad intentions or malice?
  17. 17. mito. clever things During research we can be biased, we can ask only the people we want to ask. We can also ignore or misinterpret the data even unintentionally. Business can be limited in capabilities and/or resources and they can also require some pretty dark naughty stuff as well. These biases, misinterpretation, and single-point-of-view approach (businesses often fall into this trap) can lead to distorted raw research and synthesized data. PEOPLE BUSINESS THE PRODUCT RESEARCH DESIGN IMPLEMENT RELEASE MEASURE raw data raw data action code raw data designs synthesized data
  18. 18. mito. clever things During the designs steps, dark patterns pop up quickly, but we can make the users do what we want them to do other ways as well. Usually, we design reactively, which means we get the research data and simply act upon it. However, it’s worse that we can be prescriptive as well, which means that we check the research data and based on that, we decide what would be better for the people. Prescriptive design is not necessarily a dark hat practice but since it can be easily misused and cause trouble in the long run, I’d say it’s at least in the grey area. PEOPLE BUSINESS THE PRODUCT RESEARCH DESIGN IMPLEMENT RELEASE MEASURE raw data raw data action code raw data designs synthesized data
  19. 19. mito. clever things Implementation seems quite harmless as it looks like every flow and feature is already decided, right? But the scariest thing that come to my mind is that we can create a backdoor for not-so-kind third parties, so they can surveil the people through the product, whenever they need to for whatever reasons they have. Such backdoors or vulnerabilities can exist without us realizing them so we have to actively look for them and close them. PEOPLE BUSINESS THE PRODUCT RESEARCH DESIGN IMPLEMENT RELEASE MEASURE THIRD PARTY raw data raw data action code raw data designs synthesized data
  20. 20. mito. clever things And finally, during the measurement, sadly, we can do some real damage. We can measure anything that technology and malicious creativity enables us, and even better, we can aggregate one’s data from different sources. It’s not impossible nowadays to de-anonymize data once you have enough data points and sources. Data aggregation can be fully legit but again it can lead to consequences that is not wanted by the people. PEOPLE BUSINESS THE PRODUCT RESEARCH DESIGN IMPLEMENT RELEASE MEASURE THIRD PARTY raw data raw data action code raw data designs synthesized data
  21. 21. mito. clever things We can see that even within our best intentions bad consequences can happen. Is there a way to at least minimize them?
  22. 22. Learn about ethics. mito. clever things Ethics is the process of questioning, discovering and defending your values, principles and purpose. Ethics is about decisions, about what do you decide and why do you decide in a wayyou do.
  23. 23. mito. clever things What would happen if everyone did what we are about to do? Explore what would happen if the principles you base your design on would be universal.
  24. 24. mito. clever things Are we really helping people? Have a discussion about your intentions. Are you helping your users so they can reach their goals, or are you using your users so YOU can reach your goals?
  25. 25. mito. clever things Howwould we react if tomorrow everyone would knowwhat we’ve decided today? We should reflect more often. Think about and explore the consequences and the consequences of the consequences.
  26. 26. mito. clever things Are we making the world a better place? Do our actions create a better place to live in?
  27. 27. mito. clever things Howwill this decision change us? What will our decisions change in us as a person? Will it have an effect on the company we work for and if yes, what could it be?
  28. 28. mito. clever things Is there anything we can only accept but not change? And last but not least, is there anything in play that is non-negotiable, anything that is a hard limit?
  29. 29. mito. clever things .Remember:. .no right orwrong answers.
  30. 30. mito. clever things .None of us intend to. .harm or let people suffer,. this is our principle..
  31. 31. mito. clever things .We value, strive for. .and seek to protect the. well-being of everyone..
  32. 32. mito. clever things .Our purpose is to design products that are not only. useable but useful as well..
  33. 33. mito. clever things .Designers. .have to know ethics..
  34. 34. Thank you foryour attention! mito. clever things This presentation on Social Behavior Design was created by Norbert Krizsán, Head of UX Design at Mito Digital. If you’re interested in how we put theory into practice then check out some of our works at mito.hu/digital

×