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Collaborative working. New approaches.
We’re working on a side project, the details of which can wait for another post, and the very nature of it has prompted us to devise new methods for team collaboration.
Without giving too much away (I’m a bit over-excited and secretive about it) the service we’re designing consists of two parts: a website and an iPhone app strung together with an API. There are dependencies between each part of the service. Things that happen on the iPhone app need to be reflected on the site and vice versa. There are other nuances but at that’s the core of it, a simultaneous broadcast / receive from app to site and back.
Working out where to begin wireframing the service proved tricky. With so many interdependencies it all became a bit chicken and egg.
I could work on two things at once. I could go as far as possible with the mobile bit, then switch. And then back again. But it just didn’t feel comfortable. I thought I’d end up re-doing things over and over.
Why not, though, recruit another team member and work simultaneously?
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Why I love TED talks
Recently, Jeff Jarvis’ post on how the ‘one to many’ format of Ted talks is ‘bullshit’ caused a bit of a ‘hear hear’ reaction online. His point is that the educational system has not changed to accommodate the “crowdly” influence of the web, that the lecture format where one person speaks and the rest of us listens no longer makes sense, because today we’re ‘many to many’, ‘co-creators’ of knowledge.
Most of us agree that the educational system desperately need to change, but why attack TED’s format? This seems like a cheap shot, dragging a great name into the mud just to gain a bit of attention. Read full post
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The Kingdom of Awesome
We were milling about at @LenKendall’s @the3six5 meetup at The Ginger Man here at SXSW last night when Greg Christman, aka @reelspit, came over to say hello. Greg had recently taken part in a creative workshop we held at BBH NY to generate ideas and test thinking for the next phase of Metrotwin, a site we created and run for British Airways. What a dude.
The place was packed with South By’s itinerant freak scene of start-up makers, innovators, journos, digital and new model advertising folk. I was hanging out with Utku from Mint Digital and, in jest, we discussed how awesome it would be if this group could be a country or city-state. This prompted Greg to whoop loudly that we should call it the Kingdom of Awesome and design our own awesomeness flag, and run the whole place using Foursquare. As an aside, I’ve heard a few people recently suggest that the word “awesome” is over. My friends, you misunderstand the meaning of awesome if that’s what you think – but that’s another blog post.
The idea of a Kingdom, Republic or Nation of Awesomeness – depending on your political persuasion – is funny (especially after quantities of booze on a warm evening), but it reminded me of a tweet I’d seen earlier in the day from Jeff Jarvis:

I don’t want to get carried with all this but I think The Kingdom of Awesome is real – real in an allegorical, Utopia sense: a metaphorical ‘State’ of hive-mind.
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Designing motivational services
We use Basecamp to manage projects. It’s great for creating tasks and milestones that can be assigned to those responsible. It keeps conversations neatly organized in threads while you can attach documents/screen shots to these.
There’s loads of similar web based services out there. But although they might be easy to use, this is in no way a guarantee that people stay on top of recording (or even completing!) their tasks. A few weeks into the project you often find that the whole group, previously collaborating in one space, have moved the whole thing offline, into their separate in-boxes and what have you. Now things have turned a little bit Texas.
Perhaps this happens because most systems are designed around the users functional needs while the motivational and emotional bits are completely ignored. Well, you may say… does it matter if a system is boring to use if it does what it says on the tin..?
That’s true if you’re happy to get on with things, tick the check box when the job is done and don’t worry much about the mundane aspect of it all… But if you’re one of us ‘daydreaming slackers’ who are driven mad by this humdrum type activity then you might need a little ‘kick’ to get going.
In spite of having the same functional needs to complete a task, we’re rarely motivated by the same stuff. Some take pleasure in seeing a completed check list, others can only recall what a painful job it was to get there. You can split these groups of preferences into even smaller ones. That’s why it is an enormous challenge to design motivational aspects into services.
Reward and punishment are two very common strategies for motivation. Often only one is in use at a time:


Sometimes, the two are in use simultaneously… “If you eat all your peas, you’ll get dessert…”
I don’t think there’s any doubt that collaborative systems would be much more effective if they were designed with motivational features. Just look at games – using both strategies, they’re designed to make us desire to progress to the next level.
An example of this is Farmville on Facebook. Keep on top of your farmer responsibilities and you’ll earn money. Forget, and your crop will wilt. The horror. It’s unpleasant.
Obviously farming won’t be everybody’s cup of tea, but neither will, uhmm, time sheeting…
Anyway, Famville is a FB application that cleverly gives the user a clear incentive to frequently spam their walls with game info at the same time as giving their friends a reason to lurk around their wall, waiting for this to happen…The game keeps you fussing and caring for your farm by giving you ribbons whenever you’ve accomplished a goal. In true FB style, there’s a ribbon for nearly everything – harvest enough to build your cash reserve, then buy a few buildings and hey hey presto – you’re awarded a great architect ribbon and a gift.

Pick fruit from at least 5 trees and you’ll get the amazingly rare “knock on wood ribbon”. The ribbons are then posted on your wall so you can bask in a well deserved glory – but wait! Just because you’re so great, your friends should get rewarded too…. click [ Get a bonus from Elin ] and a bonus sum will be added to your game money. Clever. Now I feel guilty when I don’t share these posts on my wall.

(I’m not going to mention names, but there’s quite a few loiterers hanging around my wall these days….)
There’s lots more to Farmville, but that’s not the point of this post. Neither is to turn Basecamp or similar services into Farmville…
For all of us who design services, it is very important to put aside purely functional needs for some moments and think about how to motivate users.
I’d be gutted if I logged into Basecamp and found all my tasks wilted. On the other hand, life would be quite alright if every hour entered in my Harvest timesheets resulted in some beautiful, personal data visualisation at the end of the month.. or better yet, I could pick up a bonus reward every time @stueccles completes his:)