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The Coming Age of Magic

Category: Social effects
Tags: magic, presentation

Technorati tags: magic, presentation

Tonight I gave a talk at the San Francisco dorkbot meeting. It was a great opportunity (thank you, Karen!) and an honor to share the stage with Tim Hunkin. In the talk, I presented a short history of the desktop metaphor as a way of thinking about screen-based user interface design and laid out my thoughts for why magic should be a metaphor for the user experience design of ubiquitous computing. I also presented a number of examples of how it's already happening, but without the explicit use of magic as a metaphor. I end by saying:

So, in conclusion, the age of magic is coming.

Chip manufacturers low-power roadmaps and congealing wireless communication standards ensure that there are going to be many more objects like this.

I believe that we need to systematically approach the user experience design of these devices. One way that's been shown to be successful is the adoption of a strong metaphor that can be leveraged to explain the functionality of many of the ideas embedded in a new set of technological tools. I believe that magic as a metaphor is an incredibly rich vein that can be mined for interesting and familiar user experience design tropes. It would be a mistake to pass up the opportunity to use it extensively at this early stage in the proliferation of these devices and ideas.

My slides and notes(630K PDF) have everything I said in them, although where I have mosaics in the PDF, I used animations in the talk.

Comments

I find your discussion of the magic metaphor provocative and insightful. I'm also glad that I read your talk because, having just encountered the basic concept on the Adaptive Path blog, I was on the way to misinterpreting what you meant. At first, I applied the metaphor to my experiences in Second Life where, thanks to their scripting language and the ability to create objects, "magic" in a sense reigns. It is clear, however, that Second Life is the living embodiment of Magic Cap, a virtual world where you can interact with information as represented in objects and places. While Second Life, especially methaphorically, has a lot of promise, it's reality is a mixed bag (like the Magic Cap product you show).

Of course, you are calling for the opposite and the quote from Marc Weiser points the way: Ubiquitous is the opposite of virtual. Interestingly enough, I think that Second Life offers us a kind of lab for developing enchanted objects. In a world that is thoroughly encoded and designed, we can model and play wth these objects, before introducing them into the non-virtual world. Might SL even give us ideas on precisely those enchanted objects that this life is missing? Let me consult my crystal ball...

Thanks for the thoughtful comment. Second Life as an experience prototyping environment is an interesting concept. I haven't spent much time there, and I'm wary of all the hype, but the idea intrigues me. One thought: since people already suspend a lot of their disbelief when entering Second Life, would their reaction to "magical objects" be representative of their reactions to encountering similarly-functioning objects in the real world?

I don't know.