Designing Tech to Play Nice With Humans

No picture uploaded
Captology Venn Diagram

How has technology helped you today? Is it easy to use? Does it influence you? Does it strive to understand you? Do you want it to? Is it there when you need it? What happens if it's not? These questions seem to be asked more frequently in meetings I attend.
How do those questions apply to the design and development process of internet technologies deployed in our homes and our businesses? Which recurring themes can we identify from this and which are vital for designers to master?
 
To get an idea of the rapid growth/diversity of internet tools check out:  http://www.go2web20.net
Started in 2006, it now lists over 2700 web 2.0 applications and services.
 
I've noticed 3 disciplines fast becoming vital to the design proces: [1] captology, [2] semantics and [3] behavioural indexing. In this 3 part series, I'll be looking at how new discoveries in cognitive and systems science are placing greater  demands on web site/application designers.
The first discipline:
1. Captology - Tools with serious influence.
"As technology becomes more powerful and ubiquitous, it exerts more influence on your life. As with other human factors, influence and persuasion already exist in technology design. Systems not designed for change readiness will reward the status quo. Design which does not bridge silos in an organization will empower fiefdoms." Peter Senge
While in meetings about collaborative tech I've notice fevered discussion around what tools to use and which of the latest technologies are gaining traction. There is little to no discussion about the deepening influence these tools exert on our thinking and behaviour. I'm reminded that mankind's relationship with tools is a dance of influence. we shape tools, they shape us.  Looking at the impact automobiles have had on our development as a society, is a simple example of just how technology influences everything.
Captology, (the study of Computers As Persuasive Technology) is an interesting set of developments to follow from Stanford University's Persuasive Technology Lab. We're learning how to use computers/applications to influence users in the domains of health, business, education et al. 
 
When asked whether Captology had application in business change management, founder, B.J. Fogg said:
 
"Captology can help companies succeed. As I see it, captology isn’t just persuasive web sites or video games to change behaviors. Captology is a way of thinking clearly about target behaviors and how to achieve those goals using technology. For example … To clarify behavior goals, I have a process called “impact analysis.” This gets everyone aligned on a project. Then I’ve created a grid that maps out the 35 different types of behavior change. Each behavior change type has its own strategies and tactics (e.g., motivating a one-time behavior is different than motivating a behavior people should do every day)." 
 
This impacts the design process tremendously, adding the need for designers to more accurately understand their user's mental models, cultural bias and motivators.
In part 2 I'll be looking at semantics and our drive to design tools that better understand our frames of mind, desires and motivation. Part 3 of this series will look at tools with great timing and impeccable manners, including context based tasking and ambient findability as well as resources available and leading personalities/organisations adding real value.

meet us - arrange an appointment with one of our consultants

Contact details

 
Phone
+27 11 465 5709
 
Fax
+27 865 515 009
 
Email
 
Physical Address
Shop 208, Second Floor, Design Quarter
Leslie Avenue East
Fourways
Johannesburg
2191
 
Postal Address
PostNet Suite 898, Private Bag X9, Benmore
Johannesburg
2010