Intelligent use of space

March 21st, 2008

intelligent use of space

How to use spare/interstitial spaces (seen in paris last monday in the RER)

Manufacturing matters in the 21st century

March 20th, 2008

Near-Future Laboratory colleague Julian Bleecker wrote an important piece about manufacturing (as part of the Share Festival Catalog 2008):

First, we’re not talking about manufacturing (…) Manufacturing evokes cavernous, cold, awesomely huge assembly lines with scales all out of proportion to the experiences of mere mortals.
(…)
If anything, we’re talking about a kind of materialization of ideas. Slick connections between an your imagination, a circuit board and a 3D printer. It’s artful for its scale and personalization. Small-scale, passionate, individual ideas made material.
(…)
The sad consequences of manufacturing’s scale is that it defaults to the least common denominator. (…) True customization means materializing one’s own designs, one’s own imagination. This is where we begin. (…) What makes it worth talking about is that it is the power of creation that manufacturing is able to achieve, but done at an entirely different scale - quicker, cheaper, individually, with fewer intermediaries and fewer incumberances.
(…)
The “manufacturing process” is a kind of extended sketching activity. Ideas are first expressed informally, perhaps with a simple “wouldn’t it be cool if..?” question at a moment of inspiration.

And why this is important to interaction design:

these expressive objects form their interactivity around physical actions that may include the Nabaztag’s articulating rabbit-like ears, or Clocky the coy alarm clocks that roll away when you try to hit the snooze button, or Maywa Denki’s punch-drunk dancing BitMan character. These are distinct kinds of digital objects that mix physical space, digital technology and design.
(…)
The weak signals suggest kinds of design-art-technology that are growing tired of the screen.
(…)
What is emerging is an ability to make your own stuff - not just “skinning” your mobile or modding an MP3 player. Materializing ideas is about making your own - “whatever” - unanticipated, unknow, visionary, expressive things. It is not a manufacturing process

Why do I blog this? some important points here about why manufacturing is important, what is is and what does that mean for human practices. This is relevant at a time where hardware fabrication and manufacturing has been left over to south asian countries and that we should not give away our effort to build concrete things (and do only so called “virtual” building).

Design process at Apple

March 18th, 2008

An interesting write-up of the contribution by Michael Lopp (senior engineering manager at Apple) at SXSW2008 describes some aspects of Apple design process (by Helen Walters):

Pixel Perfect Mockups: “it removes all ambiguity.” That might add time up front, but it removes the need to correct mistakes later on.

Apple designers come up with 10 entirely different mock ups of any new feature (…) and give themselves room to design without restriction. Later they whittle that number to three, spend more months on those three and then finally end up with one strong decision.

Paired Design Meetings: Every week, the teams have two meetings. One in which to brainstorm, to forget about constraints and think freely. (…) Then they also hold a production meeting, an entirely separate but equally regular meeting which is the other’s antithesis. Here, the designers and engineers are required to nail everything down, to work out how this crazy idea might actually work. This process and organization continues throughout the development of any app.

senior manager outlining what they wanted from any new application: “I want WYSIWYG… I want it to support major browsers… I want it to reflect the spirit of the company.” Or, as Lopp put it: “I want a pony!” (…) The solution, he described, is to take the best ideas from the paired design meetings and present those to leadership, who might just decide that some of those ideas are, in fact, their longed-for ponies. In this way, the ponies morph into deliverables. And the C-suite, who are quite reasonable in wanting to know what designers are up to, and absolutely entitled to want to have a say in what’s going on, are involved and included. And that helps to ensure that there are no nasty mistakes down the line.

Why do I blog this? curiosity towards organizational/design process per se, especially at Apple. It’s generally rare to see this things disclosed.

AK-47: criteria of good design?

March 3rd, 2008

Read in Good

The problem is that “good design” didn’t look much beyond the object itself. An AK-47 rifle, for example, makes use of sound and appropriate materials and it demonstrates other criteria of good design, such as solid workmanship, efficiency, and suitability of purpose—the gun was designed so that nothing, from sand to ice, could get in and prevent it from firing. Plus, its robust and “honest” appearance is pleasing. For many, the AK-47 is a classic in the annals of good design (it also happens to be most popular firearm in the world). But the question then is: good for what and for whom?

People who wants more details can also read the Wikipedia entry about the comparison between the AK-47 and the M16:

The M16 and the AK-47 design, capabilities, and role on the battlefield were reflections of the different experience and doctrine of the United States and the Soviet Union.
(…)
The AK-47 was the result of Soviet combat experience during. Studies of battlefield reports showed most combat occurred within 300 meters, and the winner was usually the side with the most firepower. (…) The M16, on the other hand, was influenced by the U.S. Army’s preference for an accurate semi-automatic weapon. Although the U.S. Army’s studies into World War II combat accounts came up with very similar results to that of the Soviets’, the Army maintained its traditional views and preferred highly accurate weapons.

Why do I blog this? interesting issues regarding controversial objects and the role of “theory”/doctrine in designing an object. It makes me think that machine guns from the french army have “ultima ratio” carved on them (which means “last resort”).

In a panel at the Mobile City conference

February 29th, 2008

Participated in a panel yesterday as the Mobile City conference in Rotterdam. The event was great and fully packed with a nice program and audience. The conference was a multidisciplinary even about locative media/mobile technologies and their relation to the City.

The panel was about “Designing for Mobile Media & Urban Spaces: between Theory and Practice” and addressed challenges and opportunities of the field, as well as the link between theory and practice. Although my panel-colleagues were speaking at high level socio-politic theory, my point was to focus on issues regarding interaction design and spatial environment (not that I dismiss the privacy issues of locative media or the politics of ubicomp but it’s not my field).

My point was to describe one of the limit of current location-based services design: the fact that most of the time space (the material environment) is assumed to be uniform and homogeneous. Based on the work we did in the CatchBob! project (a location-based gamed developed to be played on our campus), as well as some other material, I described how this was not the case. The organizers asked us to bring 3 pictures to exemplify this. These 3 issues/pictures are not exhaustive of course.

My first point was about the roughness of the environment: the world have flaws, breakdown, accidents, things are being repaired or regulations make systems more complicated. And because of that, users of location-based applications are sometimes lost, frustrated or clueless about what is happening on their screen. In our tests, we had some users who felt lost on our campus (where they have been studied for 3 years!). So the environment is dynamic and conditions change (not to mention the weather that could influence the positioning accuracy or the topography).


(Picture courtesy of Patrick Jermann)

The second point concerned the heterogeneity of space. The picture shows the mapping of WiFi antennas or our campus. As one can see, they are not evenly distributed and since we used Wireless signals to compute people’s location in space, it was clear that the accuracy was different depending on the location in space (it was less accurate in the lower part). In addition, the heterogeneity of space is also caused by topographical limits: indoor/outdoor transitions for example.


(Picture courtesy of Fabien Girardin)

And finally, that picture shows three different traces of a passage in space using a GPS. Depending on the level considered, the accuracy of the positioning is way different (from dots to a straight line). Sometimes it’s not even continuous, so how can we design a service based on that?

Down the road, my point was to show through these 3 examples that there are limits to the continuity of the user experience. All the components of the locative media ecosystem are complex and they can either be taken as limits or as opportunities.

Thanks Michiel and Martijn for the invitation. I’ll try to put my (long) notes later on.

Metro pass surfaces

February 27th, 2008

To access the underground:
(Violet) Touch interaction

(Violet) Touch interaction

To recharge your card/pass:
(Violet) Touch interactions

(Seen in Paris last week)

Why do I blog this? I just wanted to point the size and color of the contact area (coherence and homogeneity). This big violet circle is intriguing and as you can see on the second picture there is a sort of “tail” maybe to facilitate the passing of the card/pass when moving. The tail allow the user not to stop to validate his/her card.

The user experience of broken artifacts

February 21st, 2008

The other day, looking at toys in a kid store, I ran across this robotic horse and my attention was instantly attracted by the missing left ear:

Ouch!

Why do I blog this? My interest towards the user experience of broken artifacts. This poor robotic pet has lost an important body part. But important for whom? Obviously it would not really change the robot itself (I don’t think there was any noise sensor in there) but what does that mean for the robot “user” (I put it into brackets because it’s difficult to define a stereotypical “user”). It made me think of the uncanny valley (as defined in Wikipedia: the emotional response of humans to robots and other non-human entities). How uncanny is uncanny? Would it repel kids? Would they find it curious? What would be the discourse around this?

Is it possible to take advantage of defunct parts of artifacts? Can design take this into account? I was wondering if there could be a sort of long-term design perspective in which you create objects with intended malfunctions (to foster specific user behavior).

Beyond Usability: Exploring Distributed Play

February 20th, 2008

[Last year, I wrote a paper for a workshop at a human-computer interaction conference about the user experience of video games, actually it briefly presents the work I am doing with game companies. The paper was not accepted and I thought it would be pertinent to leave it online anyway]

Introduction
Video game companies have now integrated the need to deploy user-centered design and evaluation methods to enhance players experiences. This has led them to hire cognitive psychology researchers, human-computer interface specialists, develop in-house usability labs or subcontract tests and research to companies or academic labs. Although, very often, methods has been directly translated form classic HCI and usability, this game experience analysis started to gain weights through publications. This situation acknowledges the importance of setting a proper method for user-centered game design, as opposed to the one applied for “productivity applications” or web services. The Microsoft Game User Research Group for example has been very productive on that line of research (see for example [5]) with detailed methods such as usability tests, Rapid Iterative Test and Evaluation [4] or consumer playtests [1]. Usability test is definitely the most common method currently given its relevance to identify interfaces flaws as well as factors that lower the fun to play through behavioral analysis.

That said, most of the methods deployed by the industry seem to rely heavily on quantitative and experimental paradigms inherited from the cognitive sciences tradition in human-computer interaction (see [2]). Studies are often conducted in corporate laboratory settings in which myriads of players come visit and spend hours playing new products. Survey, ratings, logfile analysis, brief interviews (and sometimes experimental studies) are employed to apprehend users’ experiences and implications for game or level designers are fed back into game development processes.

While these approaches proves to be fruitful (as reported by the aforementioned papers which describe some case studies), this situation only accounts for a limited portion of what HCI and user-centered design could bring to table in terms of game user research. Too often, the “almost-clinical” laboratory usability test is deployed without any further thoughts regarding how players might experience the product “in the wild”. For example, this kind of studies does not take into account how the activity of gaming is organized, and how the physical and social context can be important to support playful activities.

What we propose is to step back for a while and consider a complementary approach to gain a more holistic view of how a game product is experienced. To do so, we will describe two examples from our research carried out in partnership with a game studio.

Examples from field studies

Our first example depicted on Figure 1 shows the console of an informant: a Nintendo DS with a post-it that says “Flea market on Saturday” and an exclamation mark. The player of “Animal Crossing” indeed left this as a reminder that two days ahead, there would be a flea market in the digital environment. This is important in the context of that game because it will allow him to sell digital items to non-playable characters in the game.

Flea Market on saturday

This post-it is only an example among numerous uses of external resources to complement or help the gameplay. Player-created maps of digital environments xeroxed and exchanged in schools in the nineties is another example of such behavior. Magazines, books and digital environment maps are also prominent examples of that phenomenon, which eventually leads to business opportunities. Some video game editors indeed start publishing material (books, maps, cards) and try to connect it to the game design (by allowing secret game challenges through elements disseminated in comics for example).

Figure 2 shows another example that highlights the social character of play. This group of Japanese kids is participating the game experience, although there is only one child holding a portable console. The picture represented here is only one example of collective play along many that we encountered, both in mobile of fixed settings. They indicate that playing a video-game is much more than holding an input controller since participants (rather than “The Player”) have different roles ranging from giving advices, scanning the digital environment to find cues, discussing previous encounters with NPCs or controlling the game character.

Another intriguing results from a study about Animal Crossing on the Nintendo DS has revealed that some players share the game and the portable console with others. An adult described how he played with his kid asynchronously: he hides messages and objects in certain places and his son locates them, displace them and eventually hide others. The result of this is the creation of a circular form of game-play that emerged from the players’ shared practice of a single console.

Conclusion

Although this looks very basic and obvious, these three examples correspond to two ways to frame cognition and problem solving: “Distributed Cognition” [3] and “Situated Action” [6]. While the former stresses that cognition is distributed the objects, individuals, and tools in our environment, Situated Action emphasizes the interrelationship between problem solving and its context of performance, mostly social. The important lesson here is that problem solving, such as interacting with a video-game is not confined to the individual but is both influenced and permitted by external factors such as other partners (playing or not as we have seen) or artifacts such as paper, pens, post-its, guidebooks, etc. Whereas usability testing relates to more individual model of cognition, Situated Action or Distributed Cognition imply that exploring and describing the context of play is of crux importance to fully grasp the user experience of games. Employing ethnographic methodologies, as proposed by these two Cognitive Sciences frameworks, can fulfill such goal by focusing on a qualitative examination of human behavior. It is however important to highlight the fact that investigating how, where and with whom people play is not meant to replace more conventional test. Rather, one can see this as a complement to understand phenomenon such as the discontinuity of gaming or the use of external resources while playing.

One of the reasons why this approach can be valuable is that results drawn from ethnographic research of gaming can be relevant to find unarticulated opportunities. For example, by explicitly requiring the use of external resource or the possibility to have challenges designed for multiple players as shown in the Animal Crossing example we described.

In the end, what this article stressed is that playing video-games is a broad experience which can be influenced by lots of factors that could be documented. And this material is worthwhile to design a more holistic vision of a product.

References

[1] Davis, J., Steury, K., & Pagulayan, R. A survey method for assessing perceptions of a game: The consumer playtest in game design. Game Studies: the International Journal of Computer Game Research, 5(1) (2005).
[2] Fulton, B. (2002). Beyond Psychological Theory: Getting Data that Improve Games. Game Developer’s Conference 2002 Proceedings, San Jose CA, March 2002. Available at: http://www.gamasutra.com/gdc2002/features/fulton/fulton_01.htm
[3] Hutchins, E. (1995). Cognition in the Wild, MIT Press.
[4] Medlock, M. C., Wixon, D., Terrano, M., Romero, R., Fulton, B. (2002). Using the RITE Method to improve products: a definition and a case study. Usability Professionals Association, Orlando FL July (2002). Available at: http://download.microsoft.com/download/5/c/c/5cc406a0-0f87-4b94-bf80-dbc707db4fe1/mgsut_MWTRF02.doc.doc
[5] Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R., & Fuller, T. User-centered design in games. In J. Jacko and A. Sears (Eds.), Handbook for Human-Computer Interaction in Interactive Systems, pp.883-906. Mahwah, NJ: Lawrence Erlbaum Associates (2002).
[6] Suchman, L.A. (1987). Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge: Cambridge Press.

[Now it’s also interesting to add a short note about WHY the paper has not been accepted The first reviewer was unhappy by the fact that many ethnographies of game-playing have been published. Although this is entirely true in academia, it’s definitely not the case in the industry (where ethnography is seldom employed in playtests). And my mistake may have been that I frame the paper in an game industry perspective, using the literature about gaming usability. The second reviewer wanted a more extensive description of a field study and less a scratch-the-surface approach that I adopted. My problem of course is that it’s always difficult to describe results more deeply because most of the data are confidential… This is why I stayed at a general level]

Wizkid: a computer with a neck

February 19th, 2008

Morning partner in commuting Frederic Kaplan finally revealed his latest project called wizkid (conducted with his team). In his words:

Wizkid is a novel kind of computer permitting easy multi-user standing interactions in various contexts of use. The interaction system does not make use of classical input tools like keyboard, mouse or remote control, but features instead a gesture-based augmented reality interaction environment, in conjunction with the optional use of convivial everyday objects like books, cards and other small objects.
(…)
Wizkid could be described as a computer display with a camera mounted on top, fixed on a robotic neck. It looks like a computer, but it is a robot that can gaze in particular direction and engage in face-to-face interaction.

Martino d’Esposito, who take care of the design aspects, defines it as “a computer with which we could communicate in a more natural manner, but which would still not look “human”.
Why do I blog this? I find the project interesting because it’s shows the convergence between computer/ubiquitous computing and robots, plus I quite like approach Frederic describes by: “despite some successful results this kind of natural interaction systems has tended to be used only in the domain of interaction with anthropomorphic or zoomorphic robots and progress in these fields has not impacted more mundane kinds of computer systems“. Furthermore, the interaction modes with that device are very intriguing through the “halo” mode (see description in the interview). From the output point of view, the interesting part is the “body language” used by the wizkid to express interest, confusion, and pleasure. To some extent it forces to ask questions close to the one I have to address with wii gestures, except that in the wizkid case it’s about output gestures (and not input gestures for the wiimote/nunchuk).

For those who want to see it, Wizkid is part of MoMA’s Design and the Elastic Mind exhibit, running from February 24 to May 12, 2008.

Two design approaches: Disney Theme Park and LEGO

February 12th, 2008

Not really a pattern, but I ran across two articles about design process this morning. The first one (found here) is about the design of a new ride (Toy Story Mania) at Disney theme parks:

BUILDING elaborate models is among the first formal steps in creating a Disney attraction. Engineers, paying attention to scale and sight lines, want to find out how a planned addition would affect the existing park. Models are built on large tables equipped with wheels. The company keeps room-size models of entire parks, and engineers will eventually wheel the new model into that area to see how it looks.
(…)
To give birth to Toy Story Mania, Mr. Rafferty and Mr. Coltrin went to work turning drawings of the ride into foam models, toiling in the same 1950s-era building in suburban Los Angeles where Walt Disney himself once tinkered. Tweaks started to happen. The team added turrets to the top of the ride for a more dramatic flair. (…) Upstairs, designers entered blueprints for the ride into a computer program. This would allow them to start building and refining the entire project
(…)
“It is much easier and less expensive to do this before the concrete has been poured,” he added. “As rides become more complicated, your ability to tweak in the field gets harder and much more expensive.”

Across the street, in a cold, unmarked garage, Ms. Allen helped to conduct “play tests” on rudimentary versions of the ride. More than 400 people of all ages — all had signed strict nondisclosure agreements — sat on a plywood vehicle set up in front of a projection screen and played various versions of the games. Disney workers studied their reactions and interviewed them afterward.

And this interview of Bjarne P. Tveskov, the classic LEGO Space Designer addresses interesting topics related to design:

BBG: Where did the ideas for the models come from? Did someone from LEGO say “Bjarne, we need a big space ship for the Blacktron line” or did you come up with the ship so they decided to produce it?

Bjarne: Well, normally there was a brief to create a new space ship or vehicle or base at a specific price point. Maybe the model were to replace an existing set or maybe there would be some other requirements. But there would always be a fixed “brick-budget” one had to stay within. That was often the hardest part; If the model was over budget, one had to simplify and sometimes strip all the little cool extras of the models. Each brick has an internal price, and there was a whole department that did nothing but calculate the prices of all the prototype models we designed. Often 20-30 different models would be built, and only one would be selected for production. Then the models went through a committee of super-experienced model-designers to make sure stability and buildability was optimal.

I remember that one of the toughest ones to slim down to the right price was the Blacktron Alienator (6876). It had to be rebuilt and re- calculated several times before the brick-count was low enough. But it’s still also one my favorite sets out of the 20+ LEGO Space models I designed back in the day from 1986 to 1990.

Why do I blog this? two interesting accounts of design process in less known fields, some curious elements to be thought of. For example, the description of the test approach in the theme park scenario would be a curious topic to discuss with urban planners. Are there some transferable approaches? Would a public transport company benefit from this?

Recursive affordances

February 9th, 2008

These two ash-tray found in Geneva and Lausanne are two impressive examples of an object affordances:

Cigarette ash-tray

Double affordance

Why do I blog this? This is utterly curious from a design perspective. the artifacts designed to received trashed objects looks like the object itself. A sort of recursive affordance to some extent. What does that mean? It’s actually not that recursive and the second example if maybe more self-explanatory since the two different garbages are next to each other. Besides, the first one has a little hole that only allow to receive small things like cigarettes.

Steve Portigal on scanning/meme-broking

February 6th, 2008

There is a great interview of Steve Portigal in influx. Some excerpts I found relevant:

A great design strategist (…) someone who has had a few different professional identities and gets excited by the spaces where disciplines, schools of thought, and methods overlap. They are curious and easily intrigued: they like to observe what’s going on around them and they’re good at listening to people. And they know how to use all this data to synthesize new patterns and communicate them clearly to a range of audiences. Charlie Stross, in the sci-fi book “Accelerando”, describes the profession of a “meme broker” and the intense amount of content they have to assimilate every day in order to do this. Bruce Sterling calls this activity “scanning“ looking at all the sources one can and constantly asking what does this mean for my clients. Being able to work through all those data sources and pull out the implications is crucial for design strategy.
(…)
The best research brings to life the imperfect and messy stories of real people and presents generative frameworks that lead the way forward for new designs, products, services, features, communications, or whatever is needed.

Why do I blog this? some good insights here that rings a bell with personal thoughts, especially concerning the messiness of reality and the need to uncover quirks, peculiars situations, extreme users as well as exceptions.

Design process at Experientia

February 4th, 2008

Read the english translation of an interesting article about Experientia from “The Marker. The description of their design work process, by Jan-Christoph Zoels is interesting:

“We spend a lot of time thinking about future trends, about the enjoyment of the user, about his current AND future needs, about the obstacles to usability and how design can eliminate those. Usually, designers focus on their process of creation. We get out inspiration from the issues the end-user faces.”

We produce a prototype relatively quickly, to allow us to test and assess ideas, and to check on potential profitability. We’re very fast and interactive. This is unique in this market.”

Usually, the process of design starts with a thousand ideas drained and ends with the one product on the market. R&D departments or academia narrow down the one thousand ideas into a hundred business opportunities. Traditionally, they also eventually reduce them to five that then get developed and tested before one is put on the market. We believe that if you can prototype these ideas quickly and cheaply and test them with potential consumers, it will be much easier to make a decision on how to best move forward. Our added value is that we offer 60%-80% certainty that the final product will indeed sell, because it is already based on experience with the consumers.”

The articles goes on with examples of their current projects (and insights they rely on for their projects in mobile services for instance).
Why do I blog this? pure curiosity towards others’ process.

Extreme case of location-based services: parole offenders

February 1st, 2008

In Accountabilities of Presence: Reframing Location-Based Systems, Troshynski, Lee and Dourish address the extreme case of paroled offenders tracked by GPS and describe lessons that can be drawn from this unconventional realm of location-based systems.
Here is how the system works:

Location information is continuously reported to a monitoring center through a direct link to a localized cellular telephone network. (…) The GPS system allows correctional officials to define geographic areas from which released and supervised offenders are prohibited, a condition of their parole (…) The GPS monitoring devices are able to trigger alarms or warning notices upon approach of any such previously defined prohibited zones.

Some excerpts about this that I found relevant to my research:

the use of GPS tracking technologies are intended to maintain a series of spatial prohibitions for this population, to limit their mobility and enforce a series of proscriptions that are part of the conditions of their parole (…) In a dispute between MapQuest’s view and the evidence of the odometer, it is MapQuest that will generally “win. (…) it is the representation of the space provided to the technological system that matters, because, however inaccurate it may be, it is the system against which measurements are made.
(…)
This study illuminates the relationship between technology and the legibility of space, that is, the way in which spatial organization manifests itself for people who occupy and navigate it. (…) The participants in our study are primarily concerned with understanding how their movement appear to their Parole Officers. The question of course is how that understanding is developed. How does one learn how one is seen by another through the system? How does one learn, for example, how to account for the vagaries of GPS positioning or the problems of “drop-out”? (…) The offender tracking system is inherently asymmetric, at least in its current configuration, so that offenders are unable to see how their movements can be read as potentially appropriate or problematic except as a consequence of infractions, at which point the mediating technology may become a point of discussion.
(…)
The issue is not where one might be, and when; it is to whom one might be accountable for one’s presence, to whom, under what circumstances, and how one might be called to account. (…) accountabilities to different social groups are heterogeneous—the settings in which action is undertaken are rich and complex. (…) the heterogeneous nature of accountabilities does not presuppose any particular structure of everyday space but rather situates accountability within the context of the practices from which spatial organization emerges (…) the heterogeneous nature of accountabilities necessitates an orientation towards spatiality as an ongoing form of participation in social and cultural life.

Why do I blog this? The study of less common case of LBS is interesting a it leads to different issues and effectively help to reframe the perspective about their design and usage. I rather insisted on spatial consequences but the discussion about the temporal implications is important (charging time of the GPS unit, dynamic reconfiguration of places where the parole can or can’t go…) as well as the GPS system as a device affixed to the body

Surrounded by objects whose workings are a total mystery

January 31st, 2008

In “Why Toys Shouldn’t Work “Like Magic”: Children’s Technology and the Values of Construction and Control “, Mark Gross and Michael Eisenberg describes the tension between “ease of use” and user empowerment” that is at stake in kids artifact design. Starting from an interesting quote from physicist and science writer
Jeremy Bernstein, they how the design of toys (and the incorporation of technology in objects) raises the same set of issue. Here’s the quote from Bernstein that I quite like:

Most of us, myself included, are increasingly surrounded by objects that we use daily but whose workings are a total mystery to us. This thought struck me forcibly about a year ago. One day, for reasons I can no longer reconstruct, I was looking around my apartment when it suddenly occurred to me that it was full of objects I did not understand. A brief catalogue included my color television set, a battery-operated alarm watch, an electronic chess-playing machine, and a curious fountain pen that tells the time. Here I am, I thought, a scientist surrounded by domestic artifacts whose workings I don’t understand.

The whole discussion, exemplified by toy project is about how technology seems like magic when we do not understand how it works. The authors then argue for intelligibility of use.

Why do I blog this? this discussion is quite common in design as it deals with issues such as transparency and glass/black box model of technologies.

Mark D. Gross, Michael Eisenberg, “Why Toys Shouldn’t Work “Like Magic”: Children’s Technology and the Values of Construction and Control,” digitel, pp. 25-32, The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL’07), 2007