Application Concepting Series
No. 1
A publication of
FLASHBULB INTERACTION, Inc
Also available in .html, “Idea Cards”
and 11’’X17” .pdf formats at
www.FlashbulbInteraction.com
100 ideas for envisioning
powerful, engaging,
and productive
user experiences
in knowledge work
By Jacob Burghardt
WORKING
THROUGH
SCREENS
This book is for my grandfather, William Wolfram, who
believed that the nature of work was changing into something
very different than what he had experienced at sea, in the
fields, and on assembly lines — and strongly encouraged
me to explore what it might mean.
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The category of human efforts sometimes called “knowledge
work” is growing.
Knowledge workers are valued for their specialized intellectual
skills and their ability to act on and with complex information in
goal oriented ways.
In many contexts, the idea of knowledge work has become
almost synonymous with using a computer, to both positive and
negative effect.
Product teams creating computing tools for specialized workers
struggle to understand what is needed and to successfully
satisfy a myriad of constraints.
As a result of the design deficiencies in these interactive
products, people experience many frustrations in their working
lives.
Noticeable deficiencies, along with the ones that have invisibly
become the status quo, can lower the quality and quantity of
workers’ desired outputs.
With so many people in front of so many screens — attempting
to practice their chosen professions — these deficiencies have
real costs.
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EXPERIENCED EFFORT
INTERACTIONS PERFORMED
SUBJECTIVE SATISFACTION
PROGRESS TOWARD GOAL
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8:12 ELAPSED TIME
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Circuitous
Boring
Awkwardly dynamic
Hard
Inconsistent
Distracting
Overly flexible
Mismatched
Replaceable
Needed
Typical
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Collectively, we have an infrastructural sense of what these
technologies can be that tends to limit our ability to imagine
better offerings.
Targeted improvements in the design of these tools can have
large impacts on workers’ experiences. Visionary design can
advance entire fields and industries.
At a basic level, applications can “fit” the working cultures that
they are designed for, rather than forcing unwanted changes in
established activities. They can augment rather than redefine.
When workers alter their culture to adopt a new computing tool,
it can be solely because that tool provides new meaning and
value in their practices.
Going further, elegantly designed applications can become a
joy to use, providing an empowering, connective sense of direct
action and a pleasing sensory environment for people to think
“within.”
Product teams can make significant progress toward these aims
by changing how they get started on designing their products
— by beginning with an emphasis on getting to the right design
strategy and design concepts long before getting to the right
design details.
It is time to start holistically envisioning exemplary new tools for
thought that target valuable intersections of work activity and
technological possibility.
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EXPERIENCED EFFORT
INTERACTIONS PERFORMED
SUBJECTIVE SATISFACTION
PROGRESS TOWARD GOAL
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Overall, this new
tool feels like it just
belongs in how I
think about my own
ways of working
And I get to a beƩer
conclusion faster,
which feels much
more empowering
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Meaningful
Beautiful
Engaging
Irreplaceable
Eye opening
Mastery building
Clearly targeted
Domain grounded
Dependable activity infrastructure
Wanted
Extraordinary
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Extensive concepting,
based on intensive
questioning,
driving visionary,
collaboratively
defined strategies
for exemplary tools
for thought.
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Suggestions for product teams:
Deliberately spend more time envisioning, at a high
level, what your interactive application could be and
how it could become valued infrastructure in work
activities.
Do not assume that a compelling knowledge work tool
will arise solely from the iterative aggregation of many
discrete decisions during the long haul of a product
development process.
Create a divergent ecosystem of concepts for your
product’s big picture and primary experiences.
Examine the potential value of reusing expected design
conventions — while at the same time ideating potential
departures and differentiated offerings.
Explore a breadth of directions and strategies before
choosing a course.
Plan on staying true to the big ideas imbedded in the
concepts that your team selects, while knowing that
those ideas will evolve along the way to becoming a
reality.
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Extensive concepting,
based on intensive
questioning,
driving visionary,
collaboratively
defined strategies
for exemplary tools
for thought.
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Suggestions for product teams:
Ask more envisioning questions, both within your team
and within your targeted markets.
Develop empathy for knowledge workers by going into
the field to inform your notions of what your product
could become.
Stimulate conversations with this book and other
sources relevant to the topic of mediating knowledge
work with technology.
Find and explore situations that are analogous to the
work practices that your team is targeting.
Keep asking questions until you uncover driving factors
that resonate.
Create visual models of them.
Focus your team on these shared kernels of under-
standing and insight.
Lay the groundwork for inspiration.
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Extensive concepting,
based on intensive
questioning,
driving visionary,
collaboratively
defined strategies
for exemplary tools
for thought.
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WORKING THROUGH SCREENS
Suggestions for product teams:
Use design thinking to expand upon and transform your
product’s high level mandates and strategy.
Continually explore the strategic implications of your
team’s most inspiring ideas about mediating knowledge
work.
Make projections and connections in the context of key
trends and today’s realities.
Think end to end, as if your product was a service,
either literally or in spirit.
Build and extend brands based on the user experiences
that your team is striving to make possible — and how
your product will deliver on those promises.
Envision what knowledge workers want and need but
do not articulate when confronted with a blank canvas
or a legacy of unsatisfactory tools.
Invite workers to be your collaborators, maintaining a
healthy level of humility in the face of their expertise.
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Extensive concepting,
based on intensive
questioning,
driving visionary,
collaboratively
defined strategies
for exemplary tools
for thought.
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Suggestions for product teams:
Dive into the specific cognitive challenges of knowledge
workers’ practices in order to uncover new sources of
product meaning and value.
Set higher goals for users’ experiences.
Envision “flashbulb interactions” in targeted activities
— augmenting interactions that could make complex
conclusions clear or open new vistas of thought.
Explore how carefully designed stimuli and behaviors
within onscreen tools might promote emotional
responses that are conducive to attentive, focused
thinking.
Surpass workers’ expectations for the potential role
of computing in their mental lives.
Raise the bar in your targeted markets, and with it,
the bar for all knowledge work tools.
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Extensive concepting, based on
intensive questioning, driving
visionary, collaboratively defined
strategies for exemplary
tools for thought.
This phrase embodies a suggested overall approach for product
teams envisioning new or improved interactive applications for
knowledge work.
In support of this suggested approach, this book contains 100
ideas — along with many examples and questions — to help
product teams generate design strategies and design concepts
that could become useful, meaningful, and valuable onscreen
offerings.
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Table of Contents
Preface
Introducon: The case for Applicaon Envisioning
Primer on example knowledge work domains
A. EXPLORING WORK MEDIATION AND
DETERMINING SCOPE
A1. Inuenal physical and cultural environments
A2. Workers’ interrelaons and relaonships
A3. Work pracces appropriate for computer mediaon
A4. Standardizaon of work pracce through mediaon
A5. Interrelaons of operaon, task, and acvity scenarios
A6. Open and emergent work scenarios
A7. Collaboraon scenarios and variaons
A8. Local pracces and scenario variaons
A9. High value rao for targeted work pracces
B. DEFINING INTERACTION OBJECTS
B1. Named objects and informaon structures
B2. Flexible idencaon of object instances
B3. Coupling of applicaon and real world objects
B4. Object associaons and user dened objects
B5. Object states and acvity ow visibility
B6. Flagged variability within or between objects
B7. Object ownership and availability rules
B8. Explicit mapping of objects to work mediaon
B9. Common management acons for objects
B10. Object templates
C. ESTABLISHING AN APPLICATION FRAMEWORK
C1. Intenonal and arculated conceptual models
C2. Applicaon interacon model
C3. Levels of interacon paerns
C4. Pathways for task and acvity based waynding
C5. Permissions and views tailored to workers’ idenes
C6. Standardized applicaon workows
C7. Structural support of workspace awareness
C8. Defaults, customizaon, and automated tailoring
C9. Error prevenon and handling convenons
C10. Predictable applicaon states
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D. CONSIDERING WORKERS’ ATTENTIONS
D1. Respected tempos of work
D2. Expected eort
D3. Current workload, priority of work, and
opportunity costs
D4. Minimizing distracon and fostering concentraon
D5. Resuming work
D6. Alerng and reminding cues
D7. Eventual habit and automacity
E. PROVIDING OPPORTUNITIES TO OFFLOAD EFFORT
E1. Ooading long term memory eort
E2. Ooading short term memory eort
E3. Automaon of low level operaons
E4. Automaon of task or acvity scenarios
E5. Visibility into automaon
E6. Internal locus of control
F. ENHANCING INFORMATION REPRESENTATION
F1. Coordinated representaonal elements
F2. Established genres of informaon representaon
F3. Novel informaon representaons
F4. Support for visualizaon at dierent levels
F5. Comparave representaons
F6. Instrumental results representaons
F7. Highly funconal tables
F8. Representaonal transformaons
F9. Simultaneous or sequenal use of representaons
F10. Symbolic visual languages
F11. Representaonal codes and context
G. CLARIFYING CENTRAL INTERACTIONS
G1. Narrave experiences
G2. Levels of selecon and acon scope
G3. Error prevenon and handling in individual interacons
G4. Workspace awareness embedded in interacons
G5. Impromptu tangents and juxtaposions
G6. Contextual push of related informaon
G7. Transioning work from private to public view
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H. SUPPORTING OUTCOME EXPLORATION AND
COGNITIVE TRACING
H1. Acve versioning
H2. Extensive and reconstrucve undo
H3. Automated historical records and versions
H4. Working annotaons
I. WORKING WITH VOLUMES OF INFORMATION
I1. Flexible informaon organizaon
I2. Comprehensive and relevant search
I3. Powerful ltering and sorng
I4. Uncertain or missing content
I5. Integraon of informaon sources
I6. Explicit messaging for informaon updates
I7. Archived informaon
J. FACILITATING COMMUNICATION
J1. Integral communicaon pathways
J2. Representaonal common ground
J3. Explicit work handos
J4. Authorship awareness, presence, and contact
facilitaon
J5. Public annotaon
J6. Streamlined standard communicaons
J7. Pervasive prinng
K. PROMOTING INTEGRATION INTO WORK PRACTICE
K1. Applicaon localizaon
K2. Introductory user experience
K3. Recognizable applicability to targeted work
K4. Vericaon of operaon
K5. Understanding and reframing alternate interpretaons
K6. Design for frequency of access and skill acquision
K7. Clear and comprehensive instruconal assistance
K8. Seamless inter-applicaon interacvity
K9. Directed applicaon interoperaon
K10. Openness to applicaon integraon and extension
K11. End user programming
K12. Trusted and credible processes and content
K13. Reliable and direct acvity infrastructure
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L. PURSUING AESTHETIC REFINEMENT
L1. High quality and appealing work products
L2. Contemporary applicaon aesthecs
L3. Iconic design resemblances within applicaons
L4. Appropriate use of imagery and direct branding
L5. Iconoclasc product design
M. PLANNING CONNECTION WITH USE
M1. Iterave conversaons with knowledge workers
M2. System champions
M3. Applicaon user communies
M4. Unancipated uses of technology
Glossary
Bibliography
About the author +
FLASHBULB INTERACTION, Inc.
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