UX Cruelty

Don’t blame it on the algorithm — assuming you’re designing experiences for “happy, upbeat, good-life users” might make you a terrible person.

 

My friend is going through a divorce. Like nearly 5 million other Americans. And recently Facebook greeted her with this careless user experience:

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When this UX intrusion happened to her, it reminded me of a similar, psychological violation I’d read about four months earlier. That post, by Eric Meyer, had begun:

I didn’t go looking for grief this afternoon, but it found me anyway, and I have designers and programmers to thank for it. In this case, the designers and programmers are somewhere at Facebook.

I know they’re probably pretty proud of the work that went into the “Year in Review” app they designed and developed, and deservedly so—a lot of people have used it to share the highlights of their years. Knowing what kind of year I’d had, though, I avoided making one of my own. I kept seeing them pop up in my feed, created by others, almost all of them with the default caption, “It’s been a great year! Thanks for being a part of it.”  Which was, by itself, jarring enough, the idea that any year I was part of could be described as great.

Still, they were easy enough to pass over, and I did.  Until today, when I got this in my feed, exhorting me to create one of my own.  “Eric, here’s what your year looked like!”

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A picture of my daughter, who is dead.  Who died this year.

Yes, my year looked like that.  True enough.  My year looked like the now-absent face of my little girl.  It was still unkind to remind me so forcefully.

I remember first reading this post the day it was published, Christmas eve 2014. When I went to look it up after my friend’s own violation by a Facebook app module I was surprised to (re)discover that it had been titled, generously, “Inadvertent algorithmic cruelty:”

And I know, of course, that this is not a deliberate assault.  This inadvertent algorithmic cruelty is the result of code that works in the overwhelming majority of cases, reminding people of the awesomeness of their years, showing them selfies at a party or whale spouts from sailing boats or the marina outside their vacation house.

But for those of us who lived through the death of loved ones, or spent extended time in the hospital, or were hit by divorce or losing a job or any one of a hundred crises, we might not want another look at this past year.

To show me Rebecca’s face and say “Here’s what your year looked like!” is jarring.  It feels wrong, and coming from an actual person, it would be wrong. Coming from code, it’s just unfortunate.

 

But of course, it did come from an actual person. “[The app] was awesome for a lot of people,” the product manager for Facebook’s Year in Review app, Jonathan Gheller, later told The Washington Post. Like all the digital experiences with, and within, which we all increasingly live our lives, an actual person — in fact a whole team of people — was responsible for concepting, designing, building, testing, and iterating this experience. No doubt, the responsibility for the rollout of this particular app featured prominently in a number of Facebook employees’ job performance reviews. From start to finish, this experience was crafted by people (not code). Calling its end result “inadvertent algorithmic cruelty” is like describing a drunk driving accident as “inadvertent gasoline cruelty.” For sure, it could have been avoided with an empty gas tank, but is that really the most accurate way to ascribe accountability in this situation? (Don’t blame it on the algohol).

“In creating this Year in Review app, there wasn’t enough thought given to cases like mine, or anyone who had a bad year,” Meyer wrote. “If I could fix one thing about our industry, just one thing, it would be that: to increase awareness of and consideration for the failure modes, the edge cases, the worst-case scenarios.”

If I could fix one thing about our industry, it would be to destroy the idea that these scenarios are edge cases.

Last year in the US, 2.6 million people died, leaving behind untold numbers of Facebook users who mourn the absence of their loved ones.

Right now 8.5 million people can’t find a job;

14.5 million people have cancer;

16 million people suffer from depression;

23.5 million people are addicted to alcohol and drugs;

45 million people live below the poverty line (including 16 million children)

These are not “edge cases.” These are not “worst case scenarios.” These are all people who use Facebook. And that’s not even counting your run of the mill disappointments, broken hearts, and inevitable wrongs and slights and meannesses that are, basically, life.

“The design [of the Year in Review app] is for the ideal user, the happy, upbeat, good-life user,” Meyer wrote. But if you are a product manager or UX designer creating experiences that will afflict affect hundreds of millions of people and you are only designing for an “ideal user”… at best that’s just lazy, and at worst — it’s creating LITERAL suffering.

Put another way:

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As Oliver Burkeman writes in The Guardian:

The world, obviously, is a manifestly unjust place: people are always meeting fates they didn’t deserve, or not receiving rewards they did deserve for hard work or virtuous behaviour. Yet several decades of research have established that our need to believe otherwise runs deep.

Confronted with an atrocity they otherwise can’t explain, people become slightly more likely, on average, to believe that the victims must have brought it on themselves. Hence the finding, in a 2009 study, that Holocaust memorials can increase antisemitism. Or that reading about the eye-popping state of economic inequality could make you less likely to support politicians who want to do something about it. These are among numerous unsettling implications of the “just-world hypothesis”, a psychological bias explored in a new essay by Nicholas Hune-Brown at Hazlitt.

If we didn’t all believe that [things happen for a reason] to some degree, life would be an intolerably chaotic and terrifying nightmare in which effort and payback were utterly unrelated, and there was no point planning for the future, saving money for retirement or doing anything else in hope of eventual reward. We’d go mad.

Yet, ironically, this desire to believe that things happen for a reason leads to the kinds of positions that help entrench injustice instead of reducing it.

Much in the same way that the “just world” cognitive bias can actually lead us to make crueler decisions, designing product features with the “happy, upbeat, good-life” ideal user bias can lead us to create crueler user experiences.

“To shield ourselves psychologically from the terrifying thought that the world is full of innocent people suffering,” Burkeman writes, we, as humans, “endorse policies more likely to make that suffering worse.” And by denying the full spectrum of the realities of people’s lives, awesome and tragic, we, as experience designers, do the same. Except we’re the ones with the power to actually do something about it.

“Just to pick two obvious fixes,” Meyer wrote at the end of his post, “First, don’t pre-fill a picture until you’re sure the user actually wants to see pictures from their year.  And second, instead of pushing the app at people, maybe ask them if they’d like to try a preview—just a simple yes or no.  If they say no, ask if they want to be asked again later, or never again. And then, of course, honor their choices. This is… designing for crisis, or maybe a better term is empathetic design.”

Or how about just, you know, design.

In the wake of Meyer’s post, the product manager for Facebook’s Year in Review app told The Washington Post. “We can do better.”

But four months later, Facebook’s photo collage assault on my friend suggests perhaps they don’t really think they can.

“Faced with evidence of injustice, we’ll certainly try to alleviate it if we can,” Burkeman wrote, “But, if we feel powerless to make things right, we’ll do the next best thing, psychologically speaking: we’ll convince ourselves that the world isn’t so unjust after all.”

    



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SXSW 2015: The End of Techno-Joy

 

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Art by: Sue Zola

 

I used to be pretty excited about technology. I’ve worked in social media since before the term existed; I co-created an app, I wrote pretty rah-rah-tech essays that people liked, like “Why Iron Man is the First 21st Century Superhero” (hint: his relationship to tech). I, like you, side-eyed wet blankets like Evgeny Morozov and Sherry Turkle and Jaron Lanier, like, sucks to be them; glad I don’t have their problem. Until, one day, I did. It started when I was writing Objectionable, and it never really went away. But perhaps nothing has made it feel quite as immersive as going to South By Southwest Interactive 2015.

The first time I went to SXSW was 8 years ago. The social web was a wild west where new and interesting things were emerging, and, unless you worked in music at the time, you probably didn’t give a shit. (Myspace was still the social network running everything, so don’t even). Twitter didn’t take off until, in fact, SXSW that year, and Facebook wouldn’t do anything at all even remotely relevant to brands until a few months later. At the time this was all a ghetto called “new media;” I had a title with the words “electronic marketing.” Since then, the tech startup industry has become a major, entrenched, cultural establishment, disrupting and colonizing other culture industries like entertainment and music. The SXSW festival, because it spans Music, Film, and Interactive technology, has come to occupy a unique position on the venn diagram of these 3 main influences of contemporary culture. So here’s a few snapshots from where we are in 2015.

 

MUSIC.

Pretty much all the highlights of my third SXSW trip that are fit to print, involve music, so we might as well just get the fun out of the way first.

Before I even got to Austin, the coolest flight I’ve ever had happened to me. I was seated next to an awesome, come up rapper from Miami, called Enoch da Prophet, whom you should listen to immediately:

We talked for a bit about how the new generation of hiphop (J Cole, Kendrick, etc.), is rebelling against the violence, materialism, and other stereotypical “bullshit” of what’s become the established hiphop mainstream in order to define themselves and their own, new sound and vibe. If this is what the future of hiphop sounds like, I am soooo into it.

The moment I landed in Austin, my major evaluative criteria for which otherwise indistinguishable tech-sponsored parties to attend quickly turned out to be based entirely on music. There were parties with performances and / or DJ sets by Sir Mix-a-Lot, Busta Rhymes, Nas, The Flaming Lips, and more — all as part of Interactive. You could tell the difference between Interactive parties and Music parties because the former all had nostalgia-wave acts with name recognition among middle-aged marketing executives. By contrast, if the people on-stage and mostly everyone else are in their 20s and more interested in dancing than networking and the majority of the visible badges people are wearing around their necks have the word “STAFF” on them and the air smells like Swisher Sweets and hash, you can easily tell you’re at Music.

Mostly, the event that lived up to and exceeded the anticipation I had for it was Odesza at the Spotify House. It was their first time playing SXSW, and they were super adorable and excited and totally rocked the shit out of everything and got everyone goin’ up at 5 pm on a Tuesday.

Also fun was the party at the W with The Jane Doze, where my best friend, Jason, was managing a bunch of mermaids. Jason lives in Austin and co-runs Sirenalia, which creates custom, high-end silicone mermaid tails. The startup-sponsored party had hired a few of the mermaid performers to hang out in the pool and be generally Instagrammable.

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Jason and I spent a lot of time talking about parenting in the age of social media, since Jason had just become a father 8 days prior. There’s a lot to consider now, like what your general philosophy is going to be about how you treat technology and content sharing, when the subject of said content is your progeny. Kids don’t get to “choose to be online now,” Jason says, “any more than they got to choose to have a mailing address.”

In retrospect, Music (and also music) turned out to be a welcome, transportive reprieve from the relentless grind of Interactive.

 

INTERACTIVE.

On the plus side of what I got to see as part of the official Interactive programming was a talk by Martin Harrison, Planning Director at Huge, entitled,  “The Empathy Gap: Why Stalin Nailed Big Data.”

“One death,” Harrison quoted Stalin, “is a tragedy; one million is just statistics.” Basically, at a certain point the scope of violation becomes so massive that our minds kind of break at trying to comprehend it or calculate a just recourse. We literally can’t even. For example, in an experiment, people gave shorter jail sentences to food company executives who knowingly poisoned 20 people (4.2 years), than 2 people (5.8 years):

One of the most notable things about this talk was that it was so good even the questions asked by the audience at the end were legitimately interesting and extended the conversation (a phenomenon as unheard of as sitting next to someone relevant on an airplane). One of the questions was how can we institutionalize empathy within risk-averse organizations reliant on the dehumanizing safety-blanket of data? Harrison had some interesting thoughts about this, namely to do with having diversity among the decision-makers.

On the other side of the spectrum, I also went to a panel called Culture Clash: When Marketing and Product Converge, which I had actually been really interested in, not only personally, as this is the exact intersection of disciplines I’ve found myself straddling since launching Mirrorgram / SparkMode, but also from a macro, inter and intra-industry perspective. For marketing, this is the next big step in the evolution of the agency model — as Deutsch’s VP, Invention Director, Christine Outram says, “from ads that are designed to die, to ads that are designed to live” as products that people use every day. And for the product side, marketing is a critical capability to understand and embrace. What the ad world (at its best) has done for the length of its existence is seek to understand and leverage insights about human behavior. (Happiness is a billboard on the side of the road that screams with reassurance that whatever you’re doing… it’s okay. You are okay.“) This human competency is necessary to surf the culture currents and capture lifestyle opportunities in a way that just features alone don’t.

Spoiler alert, the above paragraph is not what the panel was about at all. At least not the first 20 minutes of it, after which my friend, Rachel Rutherford, the Co-CEO of fashion startup, Pose, said we had to go. It was hard, she said, to listen to what marketing considered to be product successes.

 

@rachelaubrey's shoe game tho…

A photo posted by babiejenks (@babiejenks) on

 

“Welcome to how the other half lives,” I told her.

But that’s kind of how the whole premise of SXSW is flawed, though, isn’t it? Because so few things really are the kind of marketing or product successes we’re all claiming they are — in one day I managed to attend two different presentations that both referenced the now half a decade old, Old Spice Guy campaign. But you can’t sell a $1200 festival pass on the reality that most of what attendees are going to hear is aggrandized to sound amazing, to look epic, to seem important, to be Instagram-worthy. SXSW Interactive has a mass hallucination to uphold. And you’ve got an expense report to justify. One talk for real included a slide titled, “So what do I need to tell my boss I learned from your presentation so my expense report gets approved?” —

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Ppl photo’d the shit out of that.

 

CULTURE.

One of the most jarring things that happened at SXSW was at the start of the Flaming Lips show sponsored by Spreadfast, which was super cool-looking and also had the feel of being deliberately reverse-engineered for Instagram. At one point, Wayne Coyne literally stopped a song and restarted it because the audience participation on the lyrics call-and-response wasn’t up to par for the optics “for YouTube.” Later, when I relayed this story to my friends they insisted that Coyne’s way too punk rock for the whole thing not to have been a joke, and maybe they’re right, but here’s the thing…. no one in the audience got it. This is 2015. We do as many takes as it takes to get something share-worthy. It’s not a joke; it’s where we are now as a culture.

Everything feels inescapably more cynical now. One night at a party at the Handlebar, I was talking to a couple of guys from San Francisco. I mentioned that I’d used to live there, and they asked me the standard followup, “Where?” But I shook my head and said, “The question isn’t ‘where,’ it’s ‘when?'”

I lived in San Francisco in 2000. It was a totally different city then than it is now, 15 years later. One of the guys from San Francisco was working at a new mobile search app, or whatever. (The goal being to take away even just .5% of Google’s market share. #Innovation!) He was describing the environment in San Francisco now. “You go out to cafes or anywhere, and it’s just” — he hunched over, smushing his arms against his chest like a Tyrannosaurus, fingers manically typing from flaccid wrists. “Meep, meep, meep,” he said in a robotic voice, completing the pantomime. Then he lowered his hands and confessed, “I’m shitting on the situation, but at the same time, I work in this industry.” He shook his head, sighed into his drink, “I’m part of the problem.”

Earlier, at the W party with the mermaids, Jason was wearing a sailor hat to complement the aquatic motif. A guy walked up to him, his eyes darting back and forth shiftily, his voice so conspiratorially low I could barely make out what he was saying; a question that seemed too absurd and sketchy to be real. Jason smiled carefully, and shook his head.

“Did he just ask to buy your hat off of you,” I said as we walked away.

“Yes.”

“Jesus. I thought he was looking for drugs.”

“I know.”

There was a relentless, transactional quality to SXSW Interactive interactions. You could imagine people picturing price tags floating above everyone’s heads like Sims character diamonds. Is that for sale? Is he for sale? Are they for sale?

I remembered an article I’d read a few months ago in Fortune, The Age of Unicorns, that began, “Stewart Butterfield had one objective when he set out to raise money for his startup last fall: a billion dollars or nothing. If he couldn’t reach a $1 billion valuation for Slack, his San Francisco business software company, he wouldn’t bother. It wasn’t long ago that the idea of a pre-IPO tech startup with a $1 billion market value was a fantasy. Google was never worth $1 billion as a private company. Neither was Amazon nor any other alumnus of the original dotcom class. Today the technology industry is crowded with billion-dollar startups. When Cowboy Ventures founder Aileen Lee coined the term unicorn as a label for such corporate creatures in a November 2013 TechCrunch blog post, just 39 of the past decade’s VC-backed U.S. software startups had topped the $1 billion valuation mark. Now, casting a wider net, Fortune counts more than 80 startups that have been valued at $1 billion or more by venture capitalists. And given that these companies are privately held, a few are sure to have escaped our detection. The rise of the unicorn has occurred rapidly and without much warning, and it’s starting to freak some people out.”

On my last day in Austin I heard about Jumpolin, a local piñata and bouncy house store, that was torn down to make space for parking for a South by Southwest tech party:

The morning of February 12, 2015, Austinite Sergio Lejarazu was driving past his small business, Jumpolin at 1401 E. Cesar Chavez Street, on his way to drop his daughter off at school. That’s when he noticed something strange. Jumpolin wasn’t there anymore. He pulled over and quickly learned that his new landlords, Jordan French and Darius Fisher, operating as F&F Real Estate Ventures, had demolished the building that Jumpolin occupied for eight years. The building still had all the inventory, cash registers and some personal property inside. Sergio and his wife Monica say they were given no prior warning and were up-to-date on their rent with a lease good until 2017.

In the end, the sponsor wound up moving the party to a different venue anyway due to the controversy. (Although not before one of the landlords managed to make an analogy to cockroaches in regards to his tenants.)

Reading about this happening — for a festival, for a party for all of the entitled, out-of-towner assholes like me and you and everyone we know in our badge-holder echo chamber — I felt gross. We are all sighing into our free drinks now; we’re all part of the problem.

Beyond the impact of its output, undoubtedly the most pathological impact technology has already had on our culture is economic. The increasingly stratified division between the people who make a living in some technology-adjacent field, and everyone else. And worse — the way people in technology treat “everyone else.”

When you ask people if they’re from Austin, the real locals consistently add the phrase “born ‘n raised.” My best friend is one of these people. He moved back to Austin after a stint in San Francisco came to an end when he was no longer able to afford to live there. Now he sees “the Google glass people” moving to his hometown, “and they have nothing to contribute to the culture except money.”

It’s beyond a cliche now to talk about how San Francisco has changed. Living in LA (where we don’t have a non-exploitable culture anyway, ha ha ha), I’ve heard the conversation about San Francisco turning into Monaco humming away up north in the distance. But in Austin, it felt very real and present and metastatic — it felt like everywhere else would be next.

If he couldn’t reach a $1 billion valuation, he wouldn’t bother… How much for your hat?…  Is he for sale?…  20 people… 4.2 years….

One city gone is a tragedy. The rest is just statistics.

    



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Page Me

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John Waters’ agenda appears to finally be working.

Books are suddenly cool (not that they ever weren’t, but, like pizza, books are very hot right now.)

I first noticed it right before New Year’s eve, when this post by Austin Kleon was making the rounds:

It ended up in my feed, retweeted by my business partner, (whose grandmother just so happens to own a bookstore), but I’d wager , at 2,200+ retweets, this may be among the most popular things Kleon has written.

Then, just a week later, this appeared:

Because, on January 2nd, Mark Zuckerberg announced that his annual challenge for 2015 is to read a new book every other week. Every year Zukerberg takes on a new challenge to broaden his perspective and learn something about the world beyond Facebook. Last year’s challenge was writing a daily thank-you note, and the year before it was meeting someone new every day. This year’s challenge was crowd-sourced, and resulted in something bigger than just Zuckerberg’s own personal growth — an open challenge to anyone interested in reading 26 books in 2015, and discussing them in the Facebook community A Year Of Books.

At the same time, before the new year was even a week old, Céline launched their Spring 2015 campaign with Joan Didion as its poster girl:

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As Alessandra Codinha wrote on Vogue.com:

Let’s talk about Céline’s just-debuted ad campaign featuring none other than immortal intellectual-and-otherwise dream girl Joan Didion. Did you just feel the collective intake of breath shared by every cool girl you know? Did you feel the pulse-quickening vibrations of every recent college grad and literature fan? Did you sense the earth trembling beneath your feet? Do you have two eyes and a heart?

Of all the celebrity fashion campaign appearances, who better to represent Philo’s ideals—a certain ease of wear, simplicity of line, clothes that are assured, structured yet fluid, decidedly for the woman on the move—than Didion, the original chronicler of heartfelt experience, both her own and others’? One whose perpetually Tumblr’d and tweeted packing list famously includes “2 skirts, 2 jerseys or leotards [and] 1 pullover sweater,” (an ethos Philo, who proudly advertises her own reliance on a personal “uniform,” would clearly understand); who understood fashion while relying on clothes that didn’t draw attention as much as prepare her for the task at hand.

We’ll be buying whatever Joan’s wearing.

In this unusual twist, Facebook found a 15th-century medium to champion, and Vogue breathlessly embraced an 80-year old literary icon as the new fashion It girl — all as part of the same trend.

See also: Ikea’s 2015 catalog campaign extolling the virtues of an analog, “bookbook” (TM) like it’s the next breakthrough in touch technology:

And digital graffiti artists hacking an LED street sign in Downtown Los Angeles, of all places, to tell people to:

Maybe it kicked off last summer, with Reading Rainbow’s $5.4 million Kickstarter. Or maybe the idea was planted in the niches of our cultural subconscious by Jim Jarmusch’s preternaturally sex vision of Tilda Swinton’s bibliophile vampire floating through eternity on an indulgence of books in Only Lovers Left Alive.

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Maybe it’s something we’re learning about our new reality — books are the last, tangible refuge in a hypermediated world. In an age when everything is accessible, books are the most exclusive place you can go: it’s un-Instagrammable. Outside of a dog, as Groucho Marx said, a book is man’s best friend. Inside of a dog it’s too dark to read — or selfie, or tweet, or anything. Inside of a book, you are absolved of the ever-escalating rat race for self-individualization through self-broadcast. You’re on another planet. Beyond GPS. You’re unfindable, unreachable. And yet, we read to know we are not alone.

Indulgence, indeed.

    



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Hello, SparkMode!

Created by The Glitch Mob’s Justin Boreta, and BRIGHT, Inc., SparkMode is the first artist-owned app that lets you create, edit, & share digital art and design your own custom art products, from prints to decor, and beyond…

 

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Get the free app.
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You may have noticed the crickets here at Social-Creature for most of 2014 (eeesh 160x160x85-see-no-evil-monkey.png.pagespeed.ic.dCoZ8IyrSj). I was a little bit busy. Justin Boreta and I were cooking up a new creative project, called SparkMode.

If you haven’t been to a music festival recently, Boreta is —

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We’ve made some things together before that you’ve watched and clicked and played with. SparkMode is the next step in the evolution of Mirrorgram, an app we launched in the Fall of 2012. More than 2.5 million people created 10 million pieces of digital art with the app, igniting a pop aesthetic that took over music, fashion, and advertising for a bit.

But since those early days when the idea for Mirrorgram was first conceived (on the Glitch Mob tour bus; rock ‘n roll \m/), a lot has changed….

 

The iPhone has completely revolutionized how we make art.


You and I take this for granted now, but it’s become insanely easy to make art. It used to require really complicated image editing software, and the whole learning curve that came with it. And before computers, you needed years of training and practice to get your creative skills to match your artistic intent.

Now, you can get an app that’ll let you create cool stuff with a few taps in seconds. It’s a totally new relationship to the process of making art. It’s simple, it’s effortless, it’s fun. It’s an instant jump from inspiration to execution.

But why stop at the screen?

As Boreta says, “I love the feeling of getting art made into tangible things you can feel with your hands.”

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SparkMode allows you to create art with app simplicity in a new medium — physical space.

In SparkMode you can layer multiple image effects to create kaleidoscopic patterns, trippy, abstract art, and beautifully symmetrical photo edits; and you can design physical art to make your offline world more beautiful, too. Order your creations through the app, and get them shipped to you anywhere in the world. We’re starting with canvas art, stickerbooks, and prints, and plan to expand into new creative mediums in 2015.

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BRIGHT, Inc. makes products, experiences, and brands people love. Find out more: brightincorporated.com

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  • Product Strategy & Roadmapping
  • UX Strategy: Mobile, E-commerce, Web
  • Growth, Community, & CRM Strategy
  • Brand Strategy
  • Content Strategy
  • Multi-Channel Communications Planning

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