SocialChat: A guide to closing down a project

Beethoven deafness posed a challenge to have fluent conversations with him. His trick was to use conversation books, where you had to write your part and he would then answer verbally. These books have survived until today, and provide insights into… well, we have to guess his part of the conversation. But anyway.

Although I am not deaf, I want to share one page of my socialchat-conversation book that contains just my tweets and not the tweets of my colleagues. The topic this week: A guide to closing down a project. You can read topdown, but might need to fill in some impulses from other participants. I hope it still makes sense. Enjoy!

BTW_ Beethoven finished all his symphonies – Schubert did not.

  • Discussion Point 1) Have you ever worked on a project after it has lost momentum?(eg lost a sponsor, or where it’s obvious it’s a dead end) How did you maintain morale?
  • The first part of the question is easy to answer: yes. I guess I have no problem with my motivation because I am always involved in several projects at the same time. If one project loses steam, I can refocus myself to work more in others.
  • Some projects don’t have a sponsor. And they are not the worst. You really try to bring them forward b/c your are deeply convinced about what you are doing. Although, these are never the main projects but some smaller ones.
  • Moving onto Discussion Point 2) Any tips on how to close off the project? Has anyone successfully handed off a project to be supported by another org?
  • wiki documentation (always a good idea) and TOI presentations (transfer of information) to the engineering team, who takes over.
  • This is even more important if you hand-over to yourself in the future. Then you need to pick up the game maybe a year later without starting from scratch. I call this ‘freezing a project’
  • A party is also a good idea to close a project in order to finish it and turn around the heads for the next one. Celebrate success, or have a postmortem to do it better next time.
  • you can call a postmortem also ‘lessons learned’
  • There is an EOL (end of life) phase in the product life cycle.
  • 3) Has anyone any experience with the ‘Wither on the vine’ approach (eg Nokia is using this approach with Symbian)?
  • wither on the vine (British, American & Australian literary):= if something withers on the vine, it is destroyed very gradually, usually because no one does anything to help or support it
  • ‘wither on the vine’ does not sound like a good management style. More like the lack of good leadership. Wasting nerves, money, and losing customers.
  • You cannot ride a dead horse. It’s dead already, stupid! Though, it needs some experience and stance to recognize such a situation, and courage to react accordingly.
  • well, if the systems continue to run fine… Do they have a migration plan for the customers and just need to ‘entertain’ their customers until the new system becomes available?
  • I do not know it it is done deliberately and consciously. But I think it is better to manage the expectation of the users&customers rather than having rumors spread by the competitors.
  • google for for ‘software train wrecks’. e.g. 10 Signs Of Coming Software Train Wreck
  • And one for the road if you go off-track — this is the presentation that I just had in mind — Scott Berkun about Saving Design Train Wrecks 

Scott Berkun at BayCHI: Saving Design Train Wrecks

SocialChat about the Next Big Thing

mproveNBTYou can ask the oracle about The Next Big Thing. Or you can listen to the tweets of a guy at Oracle thinking about The Next Big Thing at one of our weekly SocialChats. Read top-down and try to fill in the parts of the invisible guys:

  • For me it is very helpful to distinguish between invention and innovation. If you want to know what is the next big thing, you have to look for the inventions from 10yrs ago.
  • 10 years might be the time they need to gain traction in the market and turn into innovation. (innovation := inventions with market success)
  • Flying cars is a good example. They exist. They fly!
  • E.g. a smartphone similar to the iPhone was invented by IBM in 1993.
  • There is no single path through history of technology. The similarity between iPhone and IBM’s device is, that they both are based on touch.
  • I think analysts and the press are not close enough to the research labs. They have to provide good stories to entertain their audience. But in the early stages of innovation the stories are hardly existing and not very convincing — like the flying Moller car.
  • Bruce Sterling gave up. He says there is nothing left to write about that makes really interesting science fiction.
  • Minority Report was a real research project for the science consultants. No science fiction at all. See John Underkoffler’s TED talk.
  • Just a shame that we are not using hypertext in the original sense. I mean, why are we satisfied with the current state of the art? May I post another talk? 45′ Ted Nelson at ACM Hypertext 2001
  • The question “What’s the next big thing?” is too good to being answered on the spot. What is going on in the research labs now? Provides insights regarding technology. What is missing? Provides insights regarding user adoption.
  • Do we have anybody in the chat who participated in Oracle IT2020?
  • My IT2020 prediction
  • But I have one more. Bill Buxton’s closing keynote at ACM Computer Human Interaction Conference in 2008 really impressed me. There are only my notes left. Basically he draws the connection between the artist and the environment.
  • Who would have been Mozart without the forte piano and the concert halls, and a society who appreciates his music?
  • The same is true for research scientists and their customers and users.
  • And one for the road: reconstructed slides and notes from Bill Buxton’s talk On Being Human in a Digital Age – enjoy! and have a nice weekend. -Matthias

Recommended Podcast: Paul Saffo at Longnow: Embracing Uncertainty – The Secret of Effective Forecasting

Even Better Xing with Design Hacks

Xing’s recent relaunch introduced a couple of new features and design updates. I definitely appreciate that Xing continues to develop and improve my main networking platform. I would like to share my design hacks to get an even better usability with less clutter and more space for the content – In my example 1/3 more space for the content area.


Xing Design Hacks

SocialChat on Apple

applediskette2I was asked why I retweet my SocialChats en suite. It clutters the Twitter stream. Well, microblogging imposes a special style on text that cannot be represented properly otherwise. It is a medium of its own with a unique set of rules. Maybe I break expectations as I am not sending haikus every half an hour. Tweets are very condensed statements. Some are poetry. Some are fun. Some are hard facts and bear deeper insights. I try to ignore the rest.

Microblogging is also a special form of hypertext that comes close to (one aspect!) of Doug Engelbart’s NLS/Augment, i.e. each sentence can be referenced. In Twitter each tweet gets an URL and you can quote and retweet it easily. This is not possible with any other widely adopted hypertext system. What’s missing though, are display clients, that merge and revert the order of tweets that come in flocks. Then the reader does not have to twist her head around to read in sequence.

But hey, instead of talking about hypertext and the good old times, I wanted to post my OraTweets from today’s SocialChat on Apple’s hegemony. Read bottom up:

  • And one for the road: Google & Apple Common Brand Values at slideshare 
  • Today you have social media getting more momentum every day. There you have to touch and move other people, to create an avalanche. 
  • Apple got the press with the desktop publishing revolution. Hence, most of the news was positive news for Apple. That scales. 
  • I guess you have to be “viral” by any means. Otherwise you do not get a big share of the cake. 
  • Maybe Apple takes the mobile web. I don’t know. The battle is in full swing. 
  • Apple is not web, is not search, is not enterprise computing, database, … what else? What else matters or will matter? 
  • And Apple is of course desktop publishing. At least it ruled the 80s. 
  • Let’s see. We had personal computing, personal information management, music, phone, video, TV, (it is getting weaker here)… 
  • Yes, Apple is a fashion company and a design house. 
  • But after that it is a fashion statement to own an iPad for instance. 
  • Don’t get me wrong. The technology must be working and well designed. Very well designed! 
  • Apple is a fashion company nowadays. 
  • Maybe you can target areas where Apple products are not so strong yet. 
  • Apple has so many loyal customers and fans. That’s the difficult part to get the attention and awareness of the current customer base. 
  • Technology must be working, useful and usable. But it is really a matter of brand perception. 
  • I guess the question is how to develop such a strong brand like Apple, Google, Coca Cola, Levis, Starbucks, .etc. 
  • I am on Apple since 1983; Apple //e, later the Mac. iTunes and iPod of course, but neither an iPhone nor an iPad yet. 
  • Some of my SocialChat contributions on today’s subject: Apple… 

Kars on Transmutation

Kars Alfrink presented at Raum Schiff Erde in February 2010.His talk on Transmutation is now online.

The talk’s title refers to alchemists’ quest to turn lead into gold, which sometimes feels similar to what we’re trying to do with pervasive games in public urban places.1 To summarize: I start by talking about the fact that games are essentially useless, and that this means applied game design should look for useful results in second order effects. I argue that the contribution of urban games lies primarily in the increased diversity of use of our streets, which is a good thing in itself. I talk about the care designers need to take with the games they deploy, since not everyone is looking to play and we should respect that. Playing games is a voluntary thing by definition. Towards the end I go into different strategies for using games to increase systemic awareness using several games as examples. I wrap up with a look at reward systems we commonly find in games like Foursquare, which now serves as templates for a lot of work in this area. I feel that this leads people away from what game design is about in the first place: creating interesting activities.