Designing for everyware: An interview with Adam Greenfield
Article by
Liz DanzicoApril 25, 2006.
Ubiquitous computing—computing systems that are everywhere
around us—are becoming increasingly part of our everyday. Smart
appliances and interfaces that respond to gesture and voice are no
longer just reserved for films like Minority Report; they
are our new reality. Designing for systems we cannot see or
anticipate suggests some significant shifts.
For designers, how will these new systems affect one's approach
to design? For people, how will these new systems affect our
expectations? Adam Greenfield, author of recently published
Everyware: The dawning age of ubiquitous computing,
suggests some clear answers through a concept he has coined
“everyware.”
Liz Danzico: Can you describe what you mean by
“everyware?”
Adam Greenfield: “Everyware” is information
processing that has been removed from the context of the personal
computer and distributed everywhere in the built environment. The
qualities of information sensing, information processing and
output, for example, have been taken from a box that we address in
a one-by-one, one-to-one relationship, and have been, instead,
embedded in the objects and services of everyday life. That
includes things such as architectural space, ordinary everyday
objects, clothing, street furniture, vehicles, you name it—all
gathering information, sensing information, processing, responding
and feeding them back out into the world.
LD: As designers, we often think about a discrete
audience when designing something. In your book, you talk about the
increasing importance of context when designing systems: “As
designers we will have to develop an exquisite and entirely
unprecedented sensitivity to context which hitherto we've safely
been able to ignore.” Given your definition of “everyware,” what
are the contexts that you're talking about, and why do we have to
pay attention to them now?
AG: One of the main contexts that I think of is
the interaction of multiple people with multiple technical systems
in a single space at a single time. We're sitting in a room right
now; we're sitting at a table; we're surrounded by bookshelves and
walls; there's the two of us. When you have multiple
voice-activated systems in the room (which is a fairly common
everyware scenario), how are these systems supposed to know which
of our utterances are directed at them; which of our utterances are
directed at each other? If I happen to be talking to you about the
system, how does it know not to respond to that system? What of our
interaction needs to be attended to by the system in order to
respond to it meaningfully and correctly?
These are precisely the kinds of challenges that even
interaction designers, who I view of as being at the forefront of
design in a lot of senses, have not really had to encompass yet. So
it's a matter of complexity, but also of delicacy—and by delicacy I
mean an attention to nuance that doesn't exist in the personal
computing environment.
In the personal computing environment, a command is either made
or it's not made—it's very binary. In the interaction space of
everyday life, it's a lot fuzzier. I'm gesticulating right now with
my hands, and this is something that I don't want people to miss.
Presumably, this is something that a ubiquitous system that is
embedded in a given space will have to address. And these things
are profoundly, profoundly difficult.
LD: What you're saying, then, is that there is nothing
we can reference from the past to help us develop systems for
gesture and voice. How we might go about starting to define them in
this new way?
AG: I don't think that there's nothing
we can look to; I think that there are clear antecedents. The
trouble is they're pretty far afield. I've looked at things like
storyboards for films or for motion graphics, I've looked at
choreographic notation, I've looked at UML (the modeling language).
Not all of these elements will be germane to every single context
or to every single application that's developed. Some of them you
can develop fairly straightforward, but in developing for the web,
for example, we use a fairly standard retinue of deliverables. We
use scenarios. We use personae. We use “use cases,” which are
granular specifications of the steps needed to compose an
interaction. These things are useful, but just imagine how you
would model an application using just those deliverables—when the
model you're producing has to account for two, three, four, ten
people interacting in a given space.
Think about a given space where you have ten people, four of
them off in a group, and the other six scattered around the room.
What services do you provide for those four people as opposed the
other individuals in the room?
These are things that we cannot even begin to express with the
standard web deliverables. These kinds of ubiquitous-computing
deliverables will only emerge through a lot of trial and error over
a fair amount of time. The trouble is that we need them now.
...designers' work will be having an impact on just about every
kind of person, in the most intimate circumstances of their
lives.
LD: How can designers have an active voice in helping
defining those standards?
AG: They can start by educating themselves now
because there is going to be a business requirement for this sort
of investigational design before there's a qualified body of
designers for it. The sooner people become aware of the depth of
the challenge, the more they begin thinking about and, importantly,
feeling about it.
That's something I want to emphasize: there's an intellectual
body of material to be absorbed, but there's also (because of the
impact on everyday life) a human, an experiential and an affective
dimension to this work. To an unprecedented degree in information
technology, designers' work will be having an impact on just about
every kind of person, in the most intimate circumstances of their
lives.
Designers should really try to construct what these scenarios
are going to imply, emotionally and ethically, for the people
involved in them. A designer who does that at some point over the
next two years or so will be well positioned to contribute to the
larger dialogue about where this technology is going, and what it's
going to mean for us.
LD: Who's doing it now? Who seems to be designing these
scenarios now?
AG: I've got one really nice example that,
although it's not in any real sense a ubiquitous system, it is very
much a piece of the everyware puzzle to me. It's a media table
that's in the lobby of the Asia Society here in New York.
It is a table surface with screens projected onto it that
display a map of the Asian landmass. Off to the side, there are
rounded declivities with pebble-like objects in them that just feel
lovely in the hand. They have just a lovely mass and heft and shape
to them. And around the periphery of each of these stones, there's
a subject: something like “news” or “recipes” or “literature.” You
take one of these stones and bring it over the map of the Asian
landmass and a political map grid appears, the countries appear. If
you bring the “news” item stone over Thailand, it will zoom into
Thailand a list of recent current events from Thailand will appear
on the screen.
There's something about the interaction which is just very
sensitively done. The way that the map zooms is trivial in terms of
the web, but different in this context. The visual information that
you're getting from the location on the map, the tactile qualities
of the stone, the interaction-al qualities of the gesture that you
make, it's all very sensitively done. It's been done certainly by a
team where the individual insights and talents of individuals in
these different dimensions have been harnessed together to produce
a very satisfying interaction, something which I think is a really
fruitful model for everyware, for ubiquitous surfaces of all
kind.
LD: So it sounds like the key is taking what we've
learned and applying it to these new scenarios.
AG: As used to the web as designers are, we're
still relatively jaded. “AJAX,” “bottom-up,” “Web 2.0,”
whatever—we're comfortable with that. But there are an awful lot of
designers who either haven't really engaged these ideas at all or
they have engaged them, but almost exclusively in their private
life. These designers never make the connection: “Oh I use
flickr. I use
delicious. But I
don't design things that way.”
And so there's definitely a missing piece. I don't know whose
responsibility it is—is it the individual's responsibility to kind
of have this sort of eureka moment, or is it some default in the
educational process, or ... I just don't know.
LD: Even though ubiquitous computing is fairly new,
relatively speaking, there have to be other models we can learn
from. You can imagine that the automotive industry had to go
through the same kind of thing, so there's probably history we can
learn from.
AG: It's funny that you mention the automotive
industry because that's precisely the thing that I'm imagining—that
in a 20-year span of time, from around 1890 to 1910, this industry
sort of bootstrapped itself into existence. It created the models
it needed and for better or for worse, we're living with the legacy
of that.
LD: Yes, and further, there were dozens of different
automotive companies that rolled up into just a handful. We just
saw a similar thing happen with Yahoo! and Google. Could we be
seeing another generation of that now?
AG: I think that's right; I think there's going
to be a shaking out. Let's stay with the automotive metaphor for a
second because there is something fruitful there. At the beginning,
the internal combustion engine hadn't even been standardized upon,
right? Some of those companies were making steam automobiles; some
of them were making electric automobiles.
What if, in 1910, the industry had standardized on the electric
car? Where would we be right now? We might not have some of the
problems that we do. We would probably still have the problems of
social dislocation and urban sprawl, but we might not have the
environmental problems that have been associated with the
automobile. These are good thoughts to keep in mind as we begin
thinking about the development of the ubiquitous decisions we're
making now. Some standards will emerge; I just hope they're the
right standards.
Figures
These figures are taken from the chapter markers in the book
Everyware.
Fig. 1: This space is self-describing
Fig. 2: A gestural interface is available here
Fig. 3: This object has imperceptible properties
Fig. 4: This object is self-describing
Fig. 5: Information is collected here
Fig. 6: No information is collected here; network dead zone
Fig. 7: Information processing dissolving in behavior
Fig. 8: Self-describing object: The Otwell version