Filed Under ‘time’

March 23, 2011

Don’t feed the birds.

I had never played Angry Birds, and after hearing so much about it I opened it up and started flinging the small feathered cannon balls at the pigs.

I was hooked.

I downloaded the iPhone version of the game on my walk back from the store. For the next few weeks I started to build my Angry Birds legacy. Every trip on the subway turned into an epic battle to find a seat – AB is best played with two hands, virtually impossible to do when you have to sacrifice one hand to hold on to a pole to stay balanced during the ride.

While I was on vacation I hardly played AB. It was a good break from the addictive behavior I had developed in the weeks prior, but I soon found other ways to suffice my addiction. In Austin I met a few of the AB makers. I threw my arms around one of the poor guys and thanked him for “making the magic.” In exchange for my fandom, and perhaps to stop me from creeping up on him again, he gave me a stuffed angry bird that’s also a slingshot. I was delighted!

But why am I addicted?

A quick Google search yeilds plenty of reviews of the game, each author dissecting the challenging and successful components of the game:

The best explanation comes from Rovio CEO Mikael Hed in an interview, The Origins of Angry Birds. He says:

There’s this old wisdom: It has to be easy to pick up and play but hard to master. The “easy to learn” part was really important to us. When you see one screenshot of the game you know what you have to do. Angry Birds is simple, but it still has depth. It has to be so much fun that players want to return to the game over and over again. Angry Birds achieved precisely that.

Learning Through Play

Now that I’m back from vacation I’ve been balancing my AB playing with other, more productive activities like reading books and working on my thesis. If I asked Jane McGonigal, she would tell me that playing AB is productive in its own way.

I suppose I am learning a few things.

  • Strategy – It’s easy to throw birds willy nilly into the structures. With a little luck I’ll knock everything down eventually, but the excitement comes from the challenge to strategically  throw all the birds in the optimal arrangement.
  • Physics – Sometimes the game’s physics are a little off, like when a pig goes rolling off a platform for no apparent reason. Otherwise it’s a great lesson in how structures are stabilized, and how I can efficiently destroy them.
  • Cuteness / Empathy / Relationship Building – After a failed attempt in a level the remaining pigs stick their teeth out, as if to say, “ha ha ha! sucka!” It’s subtle, funny and adorable, and it makes me want to destroy them even more in round two. The more I play, the anthropomorphized interactions between birds and pig become familiar to me, affecting the way I go about strategizing their demise.

For now I’m going to keep my playing in check. If you see me on the subway I might overlook your presence. It’s not you, it’s just the challenge and joy of Angry Birds consuming all of my attention.

February 14, 2011

Passport

Passport

Research

We began our research with a hunt statement:

We wanted to discover ways to re-imagine the experience of long layovers (4+ hours) at JFK International Airport to make them more predictable and enjoyable for travelers while considering the financial impact on airlines.

We interviewed about ten different travelers about their layover experiences, asking about their interactions with airline staff, technology usage and complications due to extended layovers.Passport User Quote
Passport Research Findings

Our results yielded a set of key principles that would inform our designs moving forward.

  • Passengers have low expectations – As a result of so many bad experiences, they expect the worst when traveling. Nothing surprises them.
  • Passengers felt powerless – They were frustrated, helpless, uninformed, and resigned to the situation.
  • Front line staff are not able to help – They either lack the right information or the power to do something about it.

We also knew from our secondary research that almost 40% of passenger journeys include a layover, with about 30-40% of flights experiencing a delay or cancelation. We saw a clear connection between these numbers and the potential for the type of delayed or missed flight stories we heard in our users’ reports.

We wrote a few guidelines for service innovation in the airport space:

  • Any service improvement must be very sensitive to costs.
  • PA NY/NJ and managing airlines, such as American and Delta at JFK, have the most investment, and have the most to gain. They are the right organizations to target.
  • Ideally, a service solution would reduce the number of unplanned layovers by giving more information to passengers at the critical moments during their journeys.

Service envy.
We believed there was a significant opportunity to create service envy in the airline industry. Little changes can go a long way in an industry where passengers’ expectations are so low. There’s plenty of space for airlines to better anticipate the needs of their travelers. By improving the flow and access to information, airlines can help to streamline the travel process for their customers.

Design & Deliverables

Our early design concepts focused on the traveler’s need for comfort and timely information. Below are a few of our concept sketches including a MMG game for airline passengers, a proposed system for incentives for travelers to report positive behavior instead of negative feedback, and our chosen concept for redesigning the flight transfer journey.

MMG AirportSystem of RewardsJourney Sketch



Service Blueprint Overview

Service Blueprint Overview (Full PDF)

We imagined a holistic travel experience where a customer receives timely information for the duration of his trip. This begins with a more informative booking experience that flags any risky planned layovers. The traveler will also receive notifications and updates throughout his journey that help him to stay abreast of important information.

The core of the Passport experience is the kiosks we proposed to be installed throughout the airport. When entering and exiting a flight a traveler can quickly find personalized navigational information by scanning his ticket at the kiosk.

We created a user journey that illustrates the entire service experience. We used whiteboard backdrops, and Photoshop mock-ups on an iPad and iMac to help viewers imagine the experience we designed. View the journey.

This project was made with much hard work and dedication from Jeff Kirsch and Derek Chan.

January 9, 2011

Conversations with Friends

Calendar - Busy

During the school year my calendar tends to look like a colorful array of meetings, classes and lunches. During winter break I have an imaginary excuse to stop paying attention to email, affairs and work and my calendar miraculously clears out to look more like this.

Calendar - Free

It’s totally awesome.

I’m a busy person. I like to have things to do and frankly, I’m really really bad at sitting still. I’ve filled my winter break days working on little projects and completing the hundred tasks that piled up during the semester. I also found plenty of time to hang out with friends, most of whom get pushed aside in favor of doing school work.

In grad school we get plenty of opportunity to have great conversations with smart people. That’s kind of the point of being there. I was missing that for the first part of break, and lately I’ve been filling the void by meeting up with friends and having other great conversations about design, art, life and other. It’s a great thing to take a break from your work and grab a coffee with someone who might have the answer to the problem you’ve spent all day trying to solve; it’s a nice reminder of the importance of getting outside of our own heads when working on a project.

I wish I had time for stuff like this every week, but school starts back tomorrow and soon enough I’ll be blissfully buried in colorful calendar-land again. Hooray!