Happy 2012 from Wyld Collective!

2011 brought some new and exciting developments at Wyld Collective Ltd. After a transitional year during which we both worked “day jobs” while also getting Wyld Collective rolling, we were finally able to commit ourselves full-time to our own business. With this transition, we’ve re-vamped our website to show off some of our favorite projects and outline the kinds of services that we can offer to our clients.

Speaking of clients, we had some awesome ones this year! We were asked to lead the key early phase of User Experience design for Treatful.com, a web service that allows users to treat family and friends with personalized electronic gift certificates to excellent local restaurants. On a seven-week deadline, we made new prototypes weekly and conducted dozens of user tests. They launched a major update to their service, based on our specifications, in time for the holiday gift-giving season. It’s extra fun for us to work on a project that literally makes our mouths water!

Wyld Collective’s participation in P.o.E.M.M. (Poems for Excitable Mobile Media) also bore fruit this year, with Jason Lewis’s Vital to the General Public Welfare exhibition in Toronto last October. Wyld led the development of most of the interactivity behind these artworks, as well as the iPad and iPhone apps that let you enjoy them outside the gallery. “Speak”“Know”, and “Migration” are free to download – check them out!

It looks like 2012 will be keeping us busy as well. Look for our article on “Research with a Hacker Ethos” in the upcoming March/April issue of ACM Interactions Magazine. If you’re going to be at CHI this spring, come to our panel on “Indy R&D”. And last but not least, over the next few months, we’re on track to introduce some hacktastic new products aimed at design-conscious DIYers.

At Wyld Collective we’re all about designing interactive systems. We combine years of experience in design practice and user research with up-to-the-minute knowledge of cutting-edge technologies. Our services include interaction design, prototyping, software development, and evaluation in both qualitative and quantitative flavors. Sometimes we even run workshops (bizarro game controllers, anyone?). If these skills sound like something you could use, drop us a line, tell us about your project, ask for an estimate, tell your friends. You know the drill.

Finally, we owe a big “thank you!” to the people who have helped make 2011 so successful for us: our clients, friends who’ve referred us, the people who have been willing and patient guinea pigs to our unfinished designs, and everyone who’s given us an opportunity to do something cool. We couldn’t do it without you!

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Designing with local practitioners

A recent article on CoDesign asks “Do Designers Actually Exploit The Poor While Trying To Do Good?”. The article features an interview with Jan Chipchase, tech-ethnographer extraordinaire, formerly of Nokia and currently of Frog Design, both large, Western-based, design-focused corporations with global reach. He specializes in studying technology practices in developing regions, and he’s impressively attuned to the creativity in people’s daily practices. But ultimately, he answers to a rich Western corporation. So it’s worth asking, as the article does:

Were Chipchase and those doing similar work really helping those in developing countries by creating better products for them? What if, instead, they were simply scraping local communities for big ideas and then riding them to big profits?

In other words, Chipchase’s admirable sensitivity to individual ingenuity, under the force of the corporate logics of his employer, can bend all to easily into theft of poor communities’ intellectual property. Continue reading

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Speak: From poem to platform

We have been so busy lately, building a much improved version of our own site, running around to conferences, and completing a handful of projects, that we lost touch with our blog. I thought it was time for a small update to mention something we released recently.

A few months ago, we released a poem app named Speak, which is part of the P.o.E.M.M. series, made with Jason Edward Lewis at the Obx Labs. The original app for the iPhone and iPad was a single interactive poem written by Jason, and designed in collaboration with us. The poem is broken down, its letters randomly floating across the screen. The reader can touch and drag each letter, which then attracts the rest of the line it is a part of, allowing the reader to Continue reading

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How to capture touches over a UIWebView

This post was updated with corrections to work with iOS5.

I spent the last few weeks polishing the What They Speak When They Speak to Me (WTS) iOS application I developed with Obx Labs, which I mentioned in a previous post. Developing a working prototype for an iOS application can be done fairly quickly, thanks to the tools provided by Apple and a growing list of libraries and engines, but the more time consuming part of development takes place later, working with and often against the features embedded in the iOS SDK to polish your product. This how-to is about one specific issue that arose during the development of WTS: capturing touches over a UIWebView without losing its functionality.

This short tutorial assumes that you know how to place a UIWebView (or other touch swallowing views) in your app, and that you are at the frustrating point of trying to catch touch events over the Web View to implement some interactive behaviour. In my case, I wanted to swipe the Web View left and right to show or Continue reading

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Designing like an Acupuncturist

Having done both ethnography and design, I’m well acquainted with the (sometimes-productive) tensions between ethnographic accounting and design requirements.

The ethnographer deals with nuance, particularities, with rich and textured accounts. She aims to communicate experience in a way that defamiliarizes the familiar and refamiliarizes the strange. A good ethnography holds a distorted mirror up to our own ways of life. If the ethnographer is asked to distill their living interconnected account into the regimented format of design requirements (at worst, something that looks like a bullet-pointed list), that conversion does violence to the ethnography. For a more thorough discussion of this, read Paul Dourish’s Implications for Design.

From the designer’s point of view the account presented by an ethnographer looks too shifty and complex to get a handle on. It’s overwhelming, because to design is to act; it requires the confidence to intervene in a situation. The clarity and solidity of requirements help us feel brave enough to act without doubting ourselves too much. This may be an illusion but it’s better than Continue reading

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