the original ten founding principles, for GDS’ Digital Service aka GOV.UK

1. Start with needs
2. Do less
3. Design with data
4. Do the hard work to make it simple.
5. Iterate. Then iterate again.
6. Build for inclusion.
7. Understand context.
8. Build digital services, not websites.
9. Be consistent, not uniform.
10. Make things open: it makes things better.

Via Design Observer


re: making Gainesville the most citizen-centered city in the world

Answering the Gainesville Question, could mean a “More Competitive urbanism. Wherein,  and a  model, suggests the need for an “Action Officer” working in the “Department of Doing“…

Via BRACEC, IDEO and many more…

re: the Internet of Object Oriented Ontology Things

Published originally by Rafael Fajardo, the essay is “a mashup of, two ideas past their peak on the hype curve, trending toward the well of despair, it — the mashup — is a response to (@bruces) Bruce Sterling’s request for help in conceiving what has come to be known as Casa Jasmina, an apartment/laboratory for domesticating the Internet of Things“.

Further he argues

there is a tension (soft) or a conflict (hard) between the Internet of Open Data Things and the Internet of Private Things.

h/t @Bruce Sterling

re: Interfacing Urban Intelligence

Evoking the proverbial tire, Shannon Mattern, references the indomitable Ada Louise Huxtable and asks “Kicked a smart city lately?

In it she seems to argue for a UX of transparency

“Rather than making the city’s services and networks appear seamlesslyintegrated, rather than disappearing the interfaces between the deep levels of the urban protocol stack, our interfaces could highlight the seams — in our infrastructural networks, between various layers of the urban stack, and even within the social fabric — thereby helping us to better understand how our cities function, and how we can develop the necessary tools to monitor and modify their operation

She provides more specifically, “a rubric for how we might evaluate our urban interfaces

More here via Place/DesignObserver

Clay Shirky re:

In a piece on his blog titled and the Gulf Between Planning and Reality, Clay Shirky reflects on the role of testing, constant testing and a iterative design process…

One of the great descriptions of what real testing looks like comes from Valve software, in a piece detailing the making of its game Half-Life. After designing a game that was only sort of good, the team at Valve revamped its process, including constant testing:

This [testing] was also a sure way to settle any design arguments. It became obvious that any personal opinion you had given really didn’t mean anything, at least not until the next test. Just because you were sure something was going to be fun didn’t make it so; the testers could still show up and demonstrate just how wrong you really were.

The mismatch between technical competence and executive authority is at least as bad in government now as it was in media companies in the 1990s, but with much more at stake.

“What I bring to ux from architecture.”

As a user experience designer, the mental gymnastics that were previously required to mentally flip from plan to section to elevation at both a macro and a micro level are now used to visualize the relationship between the elements in a product. This helps me to understand the implications of a change to one element and visualize how it cascades through the inter-related pieces in the design.
The above quote comes, via this Archinect forum thread which was discussing this page where Jennifer Fraser discusses what she brought to UX from architecture.
If one thinks of social networking (ing) as a key “user experience” of contemporary society, then think about how the user experience could be enhanced spatially. What could be done to change the architecture of our social networks?
Over at the thread Gregory Walker concludes “i’ll say the one thing i’ve learned on my own little side project is that architects can (and maybe should) be more well versed to develop a holistic vision for how someone experiences an object, space or environment. a lot of ux people can’t do that, especially when thinking about that experience across time. “
Typically, our interaction with social networks is defined chiefly through the interface of a stream or timeline. A continuous linear low of information. How could this be re-imagined spatially? Less linearly. What would an architectural representation of our social network look like? Could the concept of rooms be explored not in the sense of circles or groups but in terms of virtuality?
What about the idea of visualizing relationships at macro to micro levels? Does this also have implications with regards to user experience? Wherein, one could have micro spaces which where inter-related through their macro design.

Both augmented reality and announcements such as the recent extension that Google’s Maps Street View service will pilot indoor photos of business etc, indicate that one approach to our digital networks has been to make them even more real. Pulling in the details of our external networks into our virtual, social ones. Additionally, through the use of imaging and other technologies like integrated location sharing, we can make our virtual networks more data-rich, an experience of broadcast(able) moments. I would suggest however, that what is needed is actually more of a representational aesthetic. One less interested with “reality” though and rather more interested in spatialization. The difference seems one of : a tracing of reality to vs a reality shaped.

I would rather see an user experience that is more representational but less realistic. Social network user experiences that drew more from the aesthetics of Myst than Google, or Nokia. Or think of the concept of dreamtime (ie:  songlines or “Yiri” in the Warlpiri language). The signs of the Spirit Beings may be of spiritual essence, physical remains such as petrosomatoglyphs of body impressions or footprints, amongst natural and elemental simulacrae” compared to the “horizontal service… which makes places referenceable” of the digital broadcast now.

Cross-posted, originally here at A new project by a close friend of mine, William Ogle. He bills the new project “PhenomenaLAB is the first full service social media agency”.