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Media User Experience User Interface

Jaime Levy: redefining UX Design through creativity and innovation

A visionary UX designer, Jaime Levy has garnered recognition for her exceptional creativity, innovation, and contributions to the field of user experience design but most importantly pioneering the early internet era of online content creation and editing. With an unwavering passion for blending technology, design, and storytelling, Levy has shaped the digital landscape and redefined the way users engage with products and services.

It was a period of changes and of cyberpunk, the Berlin Wall was no more, the Soviet Union vanished a few years later, and the web ascended upon individuals creating a new way of connecting and producing contents with a multitude of services. The revolution of the internet was a high wave a few daring individuals had the ability to surf.

Jaime Levy was born in Hollywood California attending San Francisco University State University graduating with a B.A., then obtained her master in interactive telecommunication program from NY University of Tisch School of the Arts.

The 90s were the commercial blooming years for Silicon Valley with a crescendo of computer companies investing in California. The new medium was the computer having become a staple appliance across many households in the Unites States.

Jaime Levy in the early 90s.

Jaime Levy understood the potential of the web not just as a communication tool, but as a leverage to deploy a whole new meaning of products and services from advertising to web development, including the distribution of digital goods bypassing the traditional channels.

The 90s were fostering the idea how the web would spawn a whole new meaning of digital interactions and content consuming. The internet was aiming at replacing the old medium like the press and TV, and slowly everyone was turning their head at the marvel of creating virtual products without involving industrial capabilities.

This is the era of the Web 1.0 where the user mainly acquired information using html documents as an extension of the press, libraries, and book shops. However, Jaime didn’t like playing by the rules and pushed ahead to distribute her works to all computer owners.

Cyber Rag magazine on floppy disks.

Jaime created and published the e-zine named Cyber Rag, a digital alternative and cyberpunk magazine on a floppy disk in the first years of the 90s. The magazine is part of her artistic counter-culture production and a major statement of early digital art in public galleries. Her creativity as a digital artist went onto producing in 1993 an interactive press kit for Billy Idol’s album titled Cyberpunk.

In 1994 Jaime was working at IBM as a UI designer while at the same time producing an animated series called Cyber Slackers, and it’s here we see a major contribution of online content as one of the earliest productions seen on the web. This idea were coming from brainstorming sessions Jaime would have with her friends while in New York, creating new things way ahead of their time getting inspired by real life.

It was while at IBM Jaime was introduced to their web browser Mosaic for the first time, understanding how the importance of dynamic content would play in favor of her creativity, so she begun exploring HTML and followed that path boosting her career and work output.

She landed a creative director position a year later at Icon CMT, there Jaime started creating Word.Com online magazine receiving praise and recognition for the structure content. Her constant effort and creativity eventually allowed her to be recognized by Newsweek magazine in the Top-50 people in cyberspace, then features on TV in Good Morning America as The Most Powerful Twenty-somethings int he US.

Having the ability to read a magazine online was unique for the time. Web pages that were usually static and written just with HTML (CSS came later), were suddenly enhanced with animations and sound making interactivity the main feature of these contents. Web users were exposed to new type of media giving them the power to be in control of what they were reading.

Looking back at Jaime’s accomplishments it’s possible to see how much she pushed the envelope of digital creativity, and how successful she was in influencing Silicon Valley with her ability to develop content and leverage the web as a major distributing platform.

Jaime wearing sunglasses.

Thirty years ago the general consensus towards the internet was limited considering it a thing for nerds, something quite of a niche involving specific groups of people dedicated to tech stuff, nowhere as close as radio, TV, press, with their coverage and influence. Along with other women in tech, she was featured multiple times on newspaper and magazine for her ability to change the status-quo of the cyber space.

As a pioneer of interface design and early digital online contents, Jaime continuously experimented with her work. A roller coaster of opportunities and failures chiseled her career by becoming an influential creative before anything else. At heart she is an artist experimenting with technology, pouring out the postmodernism narrative of the newly globalized society using computers to change the culture.

First issue of Cyber Rag only on floppy disk.

As the 90s flipped into their second half things started to change for Jaime, and after leaving Word.Com confident in finding a new role in another company to continue innovating the web, but unfortunately it didn’t go as planned as the drums of the commercial internet phenomena started to drown in noise all her work and creativity. There was a struggle to create more and more relevant content as the web grew exponentially quarter after quarter.

After looking around she moved back to California in LA with a deep sense of uncertainty, leaving behind New York and major efforts in Cyber Slackers with her published content and art works. From a nice Manhattan loft to somewhere in the city of angels performing freelance gigs.

Perhaps returning home was a rushed decision, some of her friends and former colleagues remained in New York as the east coast of the US started becoming the second hub of tech innovation: several design companies such as Razorfish would become important players in this industry. Jaime did reflect upon this, asking herself if she would fit or if these companies were ready to handle her.

But why didn’t we see any of Jaime’s works in the last years or did we hear of her? The majority of her creations were stored into mediums we no longer use, they haven’t been distributed beyond their original format and the last time I used a floppy disk was 2003. Jaime’s work isn’t for the masses, it’s a dedicated crafted art that found through the digital medium its purpose, also cyberpunk wasn’t for everyone and as a movement it was dwindling down yielding to other socio-cultural happenings. But also the Dot Com Bubble had just blown crashing the markets and creating a black hole where company investments suddenly disappeared into thin air.

First edition of the book from 2015.

In 2016 I was searching for some reading material on UX design and many online users were suggesting UX Strategy by Jaime Levy, published by O’Reilly Media (ISBN 1449373003). The book is a very good set of information that are well explained and layered out, illustrating with real cases how to create experiences for brands.

After finishing the book and taking many notes and sticking plenty of bookmarks across pages, I went on with on with my life leaving the book on my shelf. I never bothered searching for the author how I usually do, and then forgot about it.

It’s 2023 and out of curiosity decided to read Jaime’s book again gliding over the highlighted sections to test my knowledge. The book still stood solid despite the passage of time. A second edition and updated edition was published two years ago by the same company (ISBN 9781492052432 ), that is next on my purchase book and eager to see what new strategies she implemented. This is how I discovered Jaime Levy and her work deciding to write about on this blog.

A word of advice for designers.

Jaime’s career spans over thirty years of digital creative publishing and innovation that have influenced the early days of the web. Perhaps ahead of its time just like the avantgarde artists that often tend to see the future before anyone else. Getting things right and wrong is the duty of these artists without the need to be apologetic.

Jaime has continued her career in UX design providing innovation and strategy to companies like IBM, Huge, Cisco, and many more. She has been teaching at various universities in California and New York contributing with her knowledge to shape the experience-making in product design.

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Brands Foresight

Metaverse

Facebook has changed its company name into Meta and established a network of platforms and services to leap forward into more innovation. FB, WhatsApp, Messenger, Instagram, Quest, are part of this digital realm and are the backbone of Mark Zuckerberg’s new project called the Metaverse.

What is the Metaverse? This has been a common question posted and asked throughout the web from articles to videos, many don’t know and many others don’t want to guess because are biased towards FB and its founder. The Metaverse is a digital realm made of virtual reality, augmented reality, blockchain, cryptocurrency, together hosting a new entertainment/commercial/financial environment.

The Metaverse will play a crucial role attracting different brand areas to invest in new forms of business. Four major areas were found to be suitable for Meta to open up to new opportunities:
entertainment
– social
– banking
– commerce

Let’s enter the Metaverse by taking ‘entertainment’ as an example. Here we have a wide corridor for brands to invest by creating fresh products/services or simply transferring in the Metaverse what’s already available. Videogames, movies, shows, gambling, will play an important role in shaping this virtual world by connecting with e-commerce platforms and various payment systems, this will create a whole new digital economy reforming the markets.

Here we can see an in-depth view of how videogames will change the markets once they enter the Metaverse. The user will play a significant role competing in the market of digital content making, this will prompt new methods of commerce and money-transferring and for many users it will open to professional opportunities to explore.

A more structured view of the Metaverse can be seen here below with the user at the center of everything. The closer elements and brands move towards the user, the more personalized the experience will be and at the same time its digital factor will increase.

What we can expect from the Metaverse is a multi-layered digital reality that will span across different forms of communication, content, devices, and Meta will use the already existing owned platforms to build and connect both vertically and horizontally. However, we should be aware that much like the internet in its early commercial days, the Metaverse will begin resembling the Web 1.0 in its initial stages and progressively have its users build by taking the shape they want.

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Foresight

Opportunities

The Corona Virus crisis has provided important insights about our society and economy we took for granted until a few months ago. Now more than ever countries must invest by improving the digital experience of their citizens by building new tools for tomorrow; tools that will prevent the many mistakes we are doing today which are costing us in terms of human lives.

Healthcare will dominate the next decade because this crisis demonstrated the flimsy quality of hospital services and how their readiness is underperforming. We will probably see Apple and Samsung shift their tech ambitions more into tools for doctors, nursing staff, patients, by competing against General Electric, Siemens, Johnson & Johnson, among the top names in the field. Internet Of Things will be the best field to innovate by providing assistance to those who cannot be hospitalized for the lack of available beds. So smartwatches, smartphones, tablets, computers, thermostats, security devices, will be tools used by hospitals to stay in touch remotely and monitor patients from their home, where doctors can assist people and issue prescriptions that will be delivered to them.

Since we will be living the next year or two in a condition where the virus will still affect our lives, hospitality can strive by implementing new methods of services. Restaurants will invest more into touchscreen technologies instead of having their customers risking contagion while getting their food over the counter; this also means seating will be limited and rearranged where possible. At the same time restaurants have the chance to venture into ecommerce platforms for take-out and pick-up orders strengthening their customer loyalty along with secure revenues; however, delivery companies like Just Eat, Zomato, Uber Eats, Deliveroo, will expand their territory and service capabilities redefining metropolitan logistics.Also self-driving techs will help this transformation.

Manufacturing capabilities are weak in the west if Europe and North America are scrambling for face masks and respirators to be sent from China. Politicians of the west will have to reconsider many of their priorities if they do the smart thing: creating jobs at home in the healthcare industry would be a win-win situation for the economy and for political votes. When a crisis such as this one strikes we cannot depend on the mercy of Asian manufacturing output during a pandemic. Governments are stopping and sequestering medical supplies in their dockyards to secure facemasks for their own citizens, and we have seen European countries doing that as well as the recent events between Canada and the US taking place.

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Senza categoria

Jam Hacking Google Maps

Simon Weckert started carrying with him 99 smartphones on a handcart to fool Google a cluster of users were all in the same spot. The result is a virtual traffic jam that tricked Google Maps road conditions in the red, but it was just him alone walking the street of Berlin.