User Experience in Architecture: Walden 7

Anna Bofill Levi is a Spanish architect that was part of the Taller de Arquitectura movement (together with his brother Ricard Bofill Levi). Recently, she was offering a lecture at the Academy of Fine Arts in Munich (Akademie der Bildenden Künste München). My impression was that her work is very user centered and that’s why I decided to write about it here, specially about Walden 7.

Walden 7

This building was finished in 1974 when Barcelona was facing the need of sheltering thousands of workers coming from different places. The aim of this work was to avoid typical appartment blocks that look like huge gray boxes. There was a big need for social housing but also for interactions and a feeling of society for a new community.

 

 

Anna Bofill Levi explained that they were thinking in the user the whole time, talking with potential residents before the construction and getting feedback several years after construction. The result of such a user centered design was a place were people naturally interact and communicate.

 

 

 

Walden 7 has shops, bars, terraces, gardens, patios and swimming pools connected through bridges, balconies and trails. The configuration resembles the one of a medieval city.

 

 

 

The facade is also special, it looks like a huge red fortification wall connecting interior and exterior through big windows.

 

 

The Power of a User Centered Design

Thinking in the user experience from the beginning was clearly positive for the project. What started as cheap social housing ended up being a place where people don’t want to move out from, driving prices from very low to high. People living there are also organized in a community, the building has its own web page and they organize events for themselves, including annual donations for other communities. 

The iPhone Experience in Numbers

Everybody loves the iPhone. I don’t think I’m exaggerating when I say that this device is the beginning of a huge mobile information revolution. Others, including Apple it self, tried before to make the mobile experience nice, but this is the first device allowing us to make so many things in such a short time. 

I was using other smart phones before and none was bringing all that information on my palm in such a pleasant and fast way. The good thing about the iPhone is that this device is not only better than other smart phones, it is much better than other old time experiences. For example, going to the library, using an atlas or a dictionary and checking emails on a desktop computer (yes, that’s old style already!)

Using an iPhone is a pleasant experience but also, and very important, a fast one. Here some examples of things that now we do faster with an iPhone:

8 Seconds to find "Kuala Terengganu" on the map (bye-bye Atlas!)

3 Seconds to have a look at my calendar (and it is synchronize!)

4 Seconds to check my emails (and I don’t have to go to my computer!)

3 Seconds to call a contact stored in my favorites list (I hate to use the land line now!)

2 Seconds to check the weather forecast.

7 Seconds to translate a word from German into English.

28 Seconds to take a photo and mail it to a friend (nothing compare to this before).

16 Seconds to buy the last Björk album and start listening to it! (imposible to imagine this a few years ago).

Björk Volta Album Cover

9 Seconds to start reading the history of Italy on Wikipedia.

18 Seconds to find a list of nearby restaurants, with AroundMe app (totally imposible in the past, do you remember the Yellow Pages?)

19 Seconds to start listening my favorite Brazilian radio (selecting from a list of many others).

1 Second to listing to my digital music.  

iPod Icon

All these work because of a great interface that makes the whole user experience just fantastic. What do you do faster with it? Or maybe with another mobile device?  

A Problem That Happens, a Solution Designed

Accidents are gonna always happen, you can prevent them but nothing is going to stop them happening. Users loosing passwords, usernames, invoices with wrong prices, etcetera, etcetera…

An important part of a good design is the prevention, how to avoid erros and headaches. But, as problems can not be totally avoided it is very important to design a good "recovery" experience, a way to solve those issues. The iTunes Store gives us an example of good problem solving design. 

iTunes Logo

 

After buying an album I got the following invoice per email. The underlined text "Ein Problem melden" means in German language "Notify a problem". This is great. Users could have problems with downloads or audio quality, for example. If this happens they can contact Apple in a very handy way. 

Notify a Problem

 

Problems make users unhappy but if you provide a way to solve those issues users will understand that you are trying hard to make things work.