Space, Time and the Attendee: How the Attendee of Today is Affected by Physical Space and Time Constraints and What Your Event Must Know to Keep Up

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    Space, Time and the Attendee: How the Attendee of Today is Affected by Physical Space and Time Constraints and What Your Event Must Know to Keep Up - Presentation Transcript

    1. Space,, Time,, and the Attendee p Robert Lowe Paul Gould Vice President—Event Architect Designer Nth Degree Events g MAYA Design, Inc. g
    2. Essential Learning Components 1. Consider the unique mindsets of the four distinct  generations of attendees. 2. Acknowledge and accept attendees’ time constraints. 3. Develop personas as a way to understand and support  3D l d dd attendee needs. 4. Pay attention to the social and behavioral impact that Pay attention to the social and behavioral impact that  space has on event attendees. 5. Stay aware of boundaries where attendees maintain  “sense of place” and form meaningful connections.
    3. Questions to keep in mind • How have attendees evolved over the past five years? • What drives those changes? • How has your event development, planning, and  methodology changed in response to or anticipation of  methodology changed in response to or anticipation of those changes? • How do all of these changes alter the way attendees  “consume” your event? • How do the approaches we’ll cover differ from  conventional approaches? conventional approaches?
    4. User-Centered Design User‐centered design is  a multi‐stage problem‐ solving process for  li f USABILITY ACCESSIBILITY understanding user  needs, designing to  support those needs,  USER and conducting real‐ world tests to ensure  user goals are met. UNDERSTANDABILITY
    5. User-Centered User Centered Design = Event Design Goals  Gl Constraints C t it Attendee d Expectations Un‐met needs
    6. Event Design = Experience Design
    7. Experience Design from Whose Viewpoint?
    8. As attendee can no longer be thought of as someone who  attends an event. They must be understood . . . as the event the event.
    9. Today’s Attendee
    10. Today’s Attendee – Generational – Persona 
    11. Effects of Time on Attendees How does time affect and change attendees? – Attention Economy – Interaction value 
    12. Generation Review • Multiple generations Traditionalist (ages 64–79) – Boomers (ages 46–63) – Generation X (ages 30–45) – Generation Y / Millennials (up to age 29) – • Generational differences
    13. Generational Exercise
    14. Generational Effects on Events • Learning styles – Events must “teach” to all learning styles  and not just in sessions • Approach to commitment and focus • Work vs. personal time • Different core values
    15. Generational studies frame the design. Persona development . . . guides it id it.
    16. Understanding the Attendee Personas • What is a persona? • Wh i i i Why is it important to define them? d fi h? • How do you do it? Tasks – Goals – Motivations – Mindset – Context – Constraints – Capabilities –
    17. What is a persona? • As defined by Wikipedia:  “A persona is a fictitious  y p p character created to represent different user types  within a targeted demographic…. Personas are useful  in considering the goals, desires, and limitations of  the users in order to help to guide decisions about a  product…. product ”
    18. Why is it important to define them? • Meet the expectations of attendees • Understand attendees as people not just BISs • Test your “design” against them All this should be at the center of your decision‐making process. y gp
    19. Analysis Method: PERSONA
    20. Example: Using Personas Example: Using Personas How to Use Personas
    21. Attention Economics It s an approach to the management of  It’s an approach to the management of information that treats human attention  as a scarce commodity. as a scarce commodity.
    22. Event Attention Economics Understand that attendees have less time to  Understand that attendees have less time to sort through more information. Tailor their  activities so that they benefit from every activities so that they benefit from every  interaction.
    23. The Event Attention Economic Affect • High value vs. time spend – Weigh perceived value of every interaction  vs. time commitment necessary • Attendees demand the ability to consume an  event when and how they choose
    24. Applications
    25. Generational Applications • Laptop Lane Laptop Lane
    26. Generational Applications • Laptop Lane Laptop Lane • Crypto Commons
    27. Generational Applications • Laptop Lane Laptop Lane • Crypto Commons •S i R Session Room layout l t
    28. The primary use of these  Persona Applications personas is by the Agile 2009  conference attendee for use in  conference attendee for use in identifying sessions appropriate  to attend. In particular  attendees that don’t have a  specific agenda may be  interested in choosing sessions  that closely match their role or  interest level. The secondary use for personas  is for session proposers. Session  is for session proposers Session proposers will “tag” their  session proposals as being  appropriate for one or more  appropriate for one or more attendee personas
    29. Persona use scenarios
    30. Event Attention Economic Applications • Shrinking keynote and session presentation times • Replay/recast • Activity‐finding (“What’s happening now”?)
    31. Measure of Success • Measure number of hours on show floor,  number or sessions attended or number of days  b i tt d d b fd at an event Vs. • Have attendees formed meaningful connections  and accomplished their goals?
    32. Spaces and Boundaries
    33. Questions to keep in mind… • How is the information space changing? • Who/What are we designing for? • How do we design spaces that enable, support, and  empower users within the constraints of an  attention economy?
    34. Points of Interest • It’s all about: – Connections – Designing for experiences – Creating a shared ritual through storytelling,  spectacle, and community
    35. Design Exercise
    36. Design Exercise Design: g . . . a  vase . . . a “vase”
    37. Design Exercise Design: g . . . a  way for people  . . . a “way for people to enjoy flowers in  their home”
    38. Design for Experience Experience design, or  design for  Experience design, or “design for experience” is a name for enlarging  scope to consider patterns of life, goals, scope to consider patterns of life, goals,  activity, context, repeated use, learning,  sharing, emotion, and more…while  g, , applying the design process.
    39. Design for Experience Are you providing answers to immediate problems? Are you providing answers to immediate problems? OR Are you creating holistic experiences for your users?
    40. Oscars 2006 2009
    41. Oscars 2008
    42. Oscars 2009
    43. Imagination Playground
    44. Sociofugal vs Sociopetal Space
    45. MAYA Neighborhoods vs. Cube Farm
    46. Ikea IKEA as a constructed space
    47. Seattle Public Library
    48. Example: RSA Conference
    49. Session Rooms
    50. Session Keynotes
    51. Session Post-Keynotes
    52. Post-Session Interactions
    53. Modular Spaces
    54. Modular Spaces
    55. Public Lobby
    56. Structured Spaces
    57. Unplanned Spaces
    58. Pathways
    59. Common Spaces
    60. Café Tables
    61. Orientation and Roles
    62. Orientation and Roles
    63. Orientation and Roles
    64. Blending
    65. Secret Societies
    66. Boundaries
    67. Boundaries
    68. Boundaries
    69. Example: Carnegie Public Library
    70. Carnegie Library of Pittsburgh | Pervasive Information Environment Carnegie Library of Pittsburgh Carnegie Public Library
    71. Carnegie Library of Pittsburgh | Information Environment What do Customers Experience?
    72. Carnegie Library of Pittsburgh | Information Environment Experience Depiction
    73. Carnegie Library of Pittsburgh | Information Environment Personas follow scenarios
    74. Carnegie Library of Pittsburgh | Information Environment Bridge the breakpoints
    75. Carnegie Library of Pittsburgh | Information Environment The d f Th end of every customer journey should t j h ld be the beginning of a new one
    76. Carnegie Library of Pittsburgh | Information Environment Make prototypes to explore options quickly
    77. Carnegie Library of Pittsburgh | Information Environment
    78. Carnegie Library of Pittsburgh | Information Environment Information and space
    79. Carnegie Library of Pittsburgh | Information Environment After renovations, hidden information is broadcast into the space
    80. Carnegie Library of Pittsburgh | Information Environment “Serendipitous” connections depend on a well-planned, sustainable framework for publishing into the space
    81. Carnegie Library of Pittsburgh | Information Environment Now the electronic space and physical space interfaces are consistent p
    82. So What?! • Help all stakeholders make connections. • Address holistic experiences. • Build bridges over boundaries. • Build spaces with personas and purposes  in mind.
    83. Field Research Activity
    84. Using our Developed Persona
    85. Hypotheses to Test Test, Experiences to Evaluate
    86. Assumption-based Personas? The Partier The Player The Player The Connoisseur Th C i The Professional The Escapist
    87. The Player
    88. The Partier
    89. The Connoisseur
    90. The Escapist
    91. The Professional
    92. Guidelines Where are we going? • What are we looking for? • Tasks – Goals – Motivations – Mindset – Context – Constraints – Capabilities –
    93. Review • What did you see? y • What did we learn?
    94. Relate • Why is it important? • How can you relate your findings back  to your own challenges and  responsibilities?
    95. Thank You Robert Lowe Paul Gould Vice President—Event Architect Designer Nth Degree Events g MAYA Design, Inc. g 281‐304‐9566 412‐488‐2900 rlowe@nthdegreeevents.com gould@maya.com

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