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Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
Designing for the Collective User
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Designing for the Collective User

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  • Transcript

    • 1. THE COLLECTIVE USER
      • Designing for Collective Action and Experience
    • 2. Martin
      • Social Interaction Designer
      • Working with designing social spaces bridging digital and physical space
      • Associate Professor (temp)
      • Interactive Spaces and Dept. of Design – Aarhus School of Architecture
      • www.interactivespaces.net
      • www.aarch.dk
      • Personal consultancy
      • www.nextandmore.com
    • 3. Team – Interactive Spaces
      • Pervasive computing becomes interactive spaces
        • Deals with the collections of artifacts and activities that people engage with in everyday and extraordinary life
        • Couple digital capabilities of stuff with physical capabilities of people
        • L earning environments, mobile play, urban web, experience design, p2p
    • 4. Research
    • 5. Design
      • Discover the new
      • Generate constraints
        • Or – generate the design space by (dynamically) defining its limits
        • My focus:
        • How do we define social spaces in order to get the best ideas
      Most advanced Most evolutionary
    • 6. Limits to design spaces Known Unknown (unacknowledged)
    • 7. The User
    • 8. The User
    • 9. The User
    • 10. The Users – social people in social spaces
    • 11. What we can’t know about users
      • Or what we thought we knew but it turned we didn’t really…
      • The empirical fallacy:
        • “… the idea that use is an activity open for empirical investigations and not something we define”
      • The interactive fallacy:
        • “… the idea that the objective of interaction design is to design ‘interactive’ systems where the user is yet another component”
      • (Hallnäs + Redström)
    • 12. The Collective User
    • 13. Where the action is
      • Individuals walk in and out of collectives
      • Their dreams, desires, purposes, goals – all change accordingly
      • => designing for the collective instead of the individuals targets the actual recipient
    • 14. Examples explorations
    • 15. iFloor
    • 16.  
    • 17.  
    • 18. Convivio
    • 19.  
    • 20. iHome
    • 21. iHome
    • 22. How-to
      • Good questions:
        • Is there a collective to be addressed?
        • Is the collective more interesting than the individual participants?
        • What is the purpose of the collective
        • What are the goals of the collective
          • Dreams, desires, hopes, fears, definitions of meaning in life?
          • Like in a family
      • Placement and design intention
    • 23. Whats the point
      • The individual is the current end-point of design
        • We can do more with design if we expand the notion of the user
      • The individual is also the current glass ceiling of our capacity to change the world
        • Think user experience: there’s plenty of bucks in it, but if we only cater to the western, spoiled individual we will not move the world enough in time
      • People are more than merely-individuals
        • Some of the most interesting, meaningful and defining events in our lives are as participants in gatherings: as families, as friends, as nations, as rebellious citizens, AS NOT JUST YOU BUT Y’ALL or WE
          • What does the we-technologies of the future look like?
    • 24. THEN WHAT
      • I am anxious to do more of this stuff, so if you have ideas for where to apply it, I am here to talk
    • 25. Currently – in research
      • iSport – audience experiences
    • 26. But there has to be more to life than that too Political interfaces Creativity interfaces Change interfaces Collaboration interfaces Interfaces for Collective Intelligence
    • 27. Think - talk [email_address] www.nextandmore.com - consulting www.interactivespaces.net - research

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