Future of Media Interfaces
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Transcript of Future of Media Interfaces
Changing Media Landscape
Evolving User Behaviors
Disruptive Technologies
Interaction Design Challenges
Prototyping Activity
What is Media?
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Providing consumers with a leisure
activity that they find pleasurable...
so that advertisers can reach them
and sell them goods and services...
and both the advertiser and the
publisher make a profit.
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Content + Distribution + Advertising
Media = Means of Distribution
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Newspapers
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Declining Newspaper Readership
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80%
70%
60%
30%
40%
50%
1970 1980 1990 2000Source: Newspaper Association of America
http://www.mediainfocenter.org/compare/penetration/
77.6%
66.9%62.4%
55.1%
Weekday readers as a percentage of the U.S. adult population
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Newspaper Advertising
Source: http://www.edelman.com/speak_up/blog/archives/2005/11/is_public_relat.html
$1 of print advertising revenue is replaced by only 33 cents online
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Magazines
Source: ASME's Top 40 Magazine Covers of the Last 40 Years
http://www.magazine.org/Editorial/Top_40_Covers/
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Television
Declining Broadcast TV Viewership
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60%
50%
40%
10%
20%
30%
M*A*S*H 1983
Cheers1993
Seinfeld1998
American Idol2003
Source: Nielsen Media Research, http://www.nielsenmedia.com/
http://www.tvhistory.tv/ALL-TIME_TOP_Shows_50-00.JPG
60.2
45.541.3
20.3
Ratings are an estimate of the size of the TV audience, in percent
0%
Music
12Source: The Recording Industry Association of America's Top-Selling Albums of All Time
http://www.infoplease.com/ipea/A0151020.html
The Death of the Blockbuster Album
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25
20
15
0
5
10
1966 – 70
1971–75
1976 –80
1981–85
Top 100 Selling Albums, by Year, in Millions
Source: http://www.thelongtail.com/the_long_tail/2006/01/the_decade_the_.html
1986 –90
1991–95
1996 –00
2001–05
More Time Online = Less Time for...
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+ 20%
+10%
0%
– 30%
– 20%
– 10%
Radio Magazines Newspaper Television Internet
Source: The User Revolution, Piper Jaffray & Co., February 2007
Source: Arbitron/Edison Media Research Internet and Multimedia 2006: On-Demand Media Explodes and comScore Networks.
19% 30% 30% 33%
15%
1966NewspapersBroadcast TVMagazinesBroadcast RadioVinyl/8-Track
Consumers Have More Choices
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1986NewspapersMagazinesCable TVBroadcast TVRadioCassette TapesWalkmanVCRPersonal ComputerConsole Video GamesPC Video Games
2006NewspapersMagazinesEmailBroadcast TVRadioCD PlayerCable TVPersonal ComputerSatellite TVInternetMobile PhoneDVD PlayeriPod/MP3 PlayerSatellite RadioTIVO/DVRSlingboxBlogsOnline VideoPodcastsSocial Media Mobile Internet/VideoConsole Video GamesPC Video GamesMMORPG GamesCasual/Mobile GamesText /Instant MessagingDownloaded Movies/TV
The User Revolution, Piper Jaffray & Co., February 2007
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Users Are Source-Agnostic
Internet ad spending
17Source: Television Advertising Bureau, Nielsen Media Research, Advertising Age, and Piper Jaffray & Co. estimates
As a percentage of total media consumption and advertising
Other Media Other Media
Internet Internet
21%7%
79% 93%
“Half the money I spend
on advertising is wasted;
the trouble is I don't know
which half.”
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Targeted Advertising
19Source: http://www.rickmathieson.com/articles/0802-minorityreport.html
TM and (C) 2002 Twentieth Century Fox and Dreamworks L.L.C. All rights reserved
Minority Report depicts an advertising-saturated society where billboards call
out to passersby on a first-name basis, newspapers deliver news instantly over
a broadband wireless network, and biometrics-enabled marketing
applications turn a visit to the local mall into a personalized experience.
Changing Media Landscape
Evolving User Behaviors
Disruptive Technologies
Interaction Design Challenges
Prototyping Activity
Interactivity
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Time-Shifting and Place-Shifting
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23http://www.thelongtail.com/
The Long Tail
User-Generated Content
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Sharing
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Recommendations and Filtering
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Social Currency
Changing Media LandscapeEvolving User BehaviorsDisruptive Technologies2-foot view
10-foot view
1-foot view
Success Factors
Interaction Design ChallengesPrototyping Activity
2-Foot View
Napster
30http://www.cnn.com/SPECIALS/2001/napster/
iTunes
31http://www.apple.com/itunes/
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MySpace & Facebook
Virtual Worlds
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Second LifeThe Sims
CyWorldHabbo Hotel
YouTube
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Video On Demand
Bittorrent
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10-Foot View
Control of the Living Room
38Source: Forrester Research, Over The Top: The Path To Internet-Delivered TV, January 2007
Tivo
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Microsoft Media Center
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Slingbox
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Network Streaming
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Joost
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Front Row/Apple TV
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Wii
1-Foot View
Remote Control
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Mobile Devices
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Blackberry
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iPod
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Phones that play music
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Mobile Orb & Sling Player
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Success Factors
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Convergence
DRM
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Touchscreens
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Jeff Han, Multi-touch
Apple iPhone
Microsoft Surface
Battery life
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In 2004 and 2005, Apple, Dell
and Hewlett Packard
collectively recalled more
than 300,000 laptop batteries
"due to fire hazards."
The Internet is Everywhere
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The Internet
Data Storage
Computer Mobile Handset Television
Changing Media Landscape
Evolving User Behaviors
Disruptive Technologies
Interaction Design Challenges
Prototyping Activity
Timeline of Adoption (and Adaptation!)
1945 1955 1965 1975 1985 1995 2005
Punch Cards
Research
Personal Use
Command Line
Direct Manipulation
Hypertext
Mobility
Interaction design = talking to machines
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ENIAC, 1943 Ivan Sutherland & Sketchpad, 1963
Douglas Englebart & Mouse, 1964 MITS Altair 8800, 1975
Big Challenge for Interaction Design
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cognitive
physical
cognitive+
pleasure
Challenges
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Physical Interfaces + Visual Displays
Interactions
Affordances
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Navigating
Finding
Filtering
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Not Altruistic
Monetize Assets
Advertising
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Changing Media Landscape
Evolving User Behaviors
Disruptive Technologies
Interaction Design Challenges
Prototyping Activity
Activity Groups1. Pretend the world considers shipping paper on trucks to be
wrong. Prototype an experience for viewing content from
newspapers and magazines on a 1-foot interface.
2. Pretend music is free. Prototype a social experience for finding
new music across the 1-foot, 2-foot, and 10-foot views.
3. Pretend all devices can talk to each other through the internet.
Prototype an experience where your 1-foot device is the remote
control for the 10-foot experience.
4. Pretend all the movie theaters and video rental stores are
closed. Prototype an experience for a movie download service
on the 10-foot display.
5. Pretend all cars have screens and can talk to the internet.
Prototype an experience for families to access their digital
media on the road.68
Considerations
1. What behaviors do you expect people
to exhibit in using this?
2. What is the unmet need that this is
addressing?
3. How will this be better than what people
already have?
4. What’s the social context in which people
will use this?
5. How might this make money?
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Prototyping Activity Instructions
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1. Groups of 4-5 persons
2. 20 minutes for brainstorming and
prototyping
3. Appoint someone to present back to the
group
4. 5 minute presentations
5. Show something interesting