What is the IDEA Conference?
The IDEA Conference looks at the intersection of physical and information space and wonders how you design experiences for that. Erin and I have been granted a double session so that we can combine a straightforward presentation of the ideas in Designing Social Interfaces with an interactive quasi-workshop activity involving play-testing a prototype card game we’re designing to teach and provide playful contexts for exploring the dynamics of the social experience design pattern language we’re developing.
Beyond our own time slot, I’m very excited to see the other speakers at IDEA, which has earned a justified reputation as a murderer’s row of keynotes in past years. Bringing men and women from across a range of disciplines (architecture, game design, journalism, academia, information design, and so on) makes IDEA extremely “nutritional” for the mind and the creative spirit.
But it’s not all blue sky and horizons. We’re sharing practical advice, based on hard-won experiences. I happen to know that my colleague, Luke Wroblewski wants to share some things learned at Yahoo! from years of experimenting with various social (friendship, connection, and contact) models.
I’m also pretty excited about taking Nathan Curtis’s Modular User Experience Design & Deliverables workshop, which will directly help me in my work as a curator of patterns and design components.
From the people already showing interest in coming to IDEA I’m pretty sure the “real world” social networking will be a highlight as well. Good, smart people working on similar problems, meeting informally over dinner or drinks (or karaoke) – that’s the secret of a great conference.
Two hot bookmarks today, each of which probably warrants a full blog post:
Book’em, Github | Linux Magazine
tech authors posting source code and sometimes entire books on GitHub
Pattern Language of Group Process
A pattern language for group dynamics whose goals include (1) To support Purpose-driven design. Form should follow function, (2) To deepen the skills of those who serve as group process guides, leaders, hosts, and facilitators, (3) To serve as a resource for those who are teaching others to design, lead, facilitate group process, (4) To increase process literacy among people who are users of process(es)
Cory Doctorow picked up on a brief mention from Bruce Sterling in his wired blog pointing to my recent bulletin article. Cory adds
Stupid pitfalls of social media: This American Society for Information Science and Technology paper by Yahoo’s Christian Crumlish has a tidy little cosmology of dumb things that social media does.
Commenters seem inclined to discuss the html rendering of the Bulletin article at the ASIS&T website but a few chimed in to either agree with the observations or suggest that they’re perhaps rather obvious in hindsight.
I wanted to add a comment suggesting that we welcome skepticism and critical feedback and that the wiki is open to editing by anyone, but the sign up procedure for the Boingboing blog involves a password email that I don’t seem to be receiving.
I have an article in the August/September 2009 issue of The Bulletin of the American Society for Information Science and Technology, called "The Information Architecture of Social Experience Design: Five Principles, Five Anti-Patterns and 96 Patterns (in Three Buckets)" (quite a mouthful, eh?).
I’d like to thank Stacy Surla, one of my colleagues on the board of the Information Architecture Institute, who saw Erin Malone and myself present an overview of the social design patterns project at the 2009 IA Summit and invited us to write an article for the Bulletin.
She gently shepherded and edited the draft and the results, I hope, present a useful taste of the depth of material in our upcoming book.
Designing Social Interfaces – Rough Cut | O’Reilly Media
Originally uploaded by xian
The unedited, 500 page first draft of our book is available now in PDF format for review by anyone who can’t bear to wait till September for the first (“real”) edition to come out.