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Designing for Lifestyle

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Designing for Lifestyle explores the machine-to-human communication in progress today and goals we have as interaction / interface designers to start thinking about creating experiences that integrate …

Designing for Lifestyle explores the machine-to-human communication in progress today and goals we have as interaction / interface designers to start thinking about creating experiences that integrate into our lifestyle. Design ethnographer Kelly Goto provides a shift in perspective to the emotional experiences we create today.

Published in: Design, Technology

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  • 1. Designing for Lifestyle Experience Sampling Presented by Kelly Goto kelly@gotomedia.com
  • 2. turing test alan turing circa 1950’s
  • 3. concept: tara lemmey
  • 4. voice touch words Human-Human expression concept: tara lemmey
  • 5. concept: tara lemmey
  • 6. XML EDI UDDI SOAP Machine-Machine binary RDF concept: tara lemmey
  • 7. concept: tara lemmey
  • 8. voice gesture Human-Machine visual touch concept: tara lemmey
  • 9. concept: tara lemmey
  • 10. voice ajax Machine-Human imagery GUI communication concept: tara lemmey
  • 11. Machine-Human
  • 12. Communication-Interaction
  • 13. Trust.
  • 14. The Turing Test: Circa 1950
  • 15. introduced Jan 1983 $9,995.00 (today ~$21,693.00) first GUI (graphical user interface) on a personal computer resolution 720 x 364!
  • 16. http://www.touchuserguide.com
  • 17. completely automated public turing test to tell humans apart www.captcha.tv
  • 18. http://childrenofthenineties.blogspot.com
  • 19. http://childrenofthenineties.blogspot.com
  • 20. 2004: subservient chicken
  • 21. http://blogs.knoxnews.com/munger/oracle.jpg
  • 22. Wiimote Motion Sensor Force Feedback Audio Speaker IR + Bluetooth 2-way Communication Pointing Device Identity Pairing “Gets you off the couch!”
  • 23. Brain - Computer Interface Avatar Control EEG Sensor Headwear Biofeedback Extra Sensory Discovery Galvanic Skin Response “Direct action by your mood!”
  • 24. iPhone iPod Touch gesture + contextual navigation experience sampling personal media aggregator mobile communicator proximity + location awareness avatar management augmented reality sneakernet placelessness portal wireless keychain complexity abstraction “Every once in awhile...”
  • 25. iPad gesture + contextual navigation environment control panel personal media aggregator mobile communicator proximity + location awareness avatar management augmented reality sneakernet placelessness portal wireless keychain complexity abstraction “... a revolutionary product comes along that changes everything!”
  • 26. User Experience Components
  • 27. User Experience Components practical convenient, accessible, economical, functional, utilitarian, reliable emotional intuitive, personal, unique, aesthetic, inspires desire, compelling, nostalgic
  • 28. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
  • 29. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
  • 30. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
  • 31. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative What People Think How People Live
  • 32. Experience Sampling
  • 33. Experience Sampling
  • 34. Experience Sampling
  • 35. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 36. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 37. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 38. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 39. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 40. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 41. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 42. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 43. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 44. Experience Sampling
  • 45. Experience Sampling device place task noise time limitations state / stage result feeling
  • 46. Experience Sampling
  • 47. Experience Sampling Experience sampling or experience sampling method (ESM) refer to set of techniques to capture people's behaviors, thoughts, or feelings as they occur in real-time. This would include "naïve" accounts of critical events but also more "processed" representations.
  • 48. Experience Sampling
  • 49. Placelessness with mass communication, and increasingly ubiquitous high technology, places become more and more similar, so that locations lose a distinctive ‘sense of place’ (e. relph 1976)
  • 50. Placelessness http://www.lightindustry.org/crude_oil.jpg
  • 51. Microformats Designed for humans first and machines second, microformats are a set of simple, open data formats built upon existing and widely adopted standards. (from the microformats site)
  • 52. Microformats
  • 53. shoshin beginner’s mind
  • 54. "We loved having him, but he couldn't sing to save his life." McEnroe stuck with it, however, taking voice lessons and eventually recording 10 original tracks.
  • 55. photo: Albert Watson
  • 56. It turned out that getting fired from Apple was the best thing that could have ever happened to me. The heaviness of being successful was replaced by the lightness of being a beginner again, less sure about everything. It freed me to enter one of the most creative periods of my life. I'm pretty sure none of this would have photo: Albert Watson happened if I hadn't been fired from Apple. - Steve Jobs
  • 57. The Future?
  • 58. http://www.m-trends.org/2010/01/mobile-trends-2020.html
  • 59. modes of:
  • 60. modes of: communication
  • 61. modes of: communication information transfer
  • 62. modes of: communication information transfer interaction | experience
  • 63. modes of: communication information transfer interaction | experience semantic
  • 64. modes of: communication information transfer interaction | experience semantic sensing
  • 65. modes of: communication information transfer interaction | experience semantic sensing intelligence
  • 66. In the future: When machines talk, will we LISTEN?
  • 67. yoyu