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Designing the Future of Things and Experiences
      title slide




                                                 University of Kansas
                                                       Think & Make
                                                    Michael Eckersley, PhD
                                                               March 2012
about me




© HumanCentered 2004, All Rights Reserved
about us
what we do


       OUR WORK                      INVOLVES                   IMPACTS


contextual human research              brand                  brand equity

                                                          consumer experience &
    design planning             products & services
                                                                behavior

strategic design planning    architecture & engineering     systems behaviors


visualization / simulation     management systems         business performance
about you
art school
design school
Marc Newson
an art school designer
“Ultimately, my job as a designer is to be able to
look into the future”.
“I grew up in a generation...when they landed on
the moon. I can’t deny that that was massive
event in my life. All of my dreams were about the
future. What I want to do is to be able to have
things that don’t exist. Things that you can’t go
out and buy.
Things that irritate you, anger – or dissatisfaction,
at the very least – play such an important role in
motivating what we do as designers.”
“My job is about what is going to happen, not
what has happened.”
Encouraged exploration and
   discovery, a way of looking at
problems with fresh eyes, without
 the burden of conventional ways
       of dealing with them.

           Duchamp, Baldessari

      (business & innovation)
the form
 the idea
the people•
              beware the
              designer’s
                 ego

the system
multiple points of view




critical, independent thinking
  iterative problem-solving
    cultivated imagination
“Art school: the last resort of
malingerers and bluffers, and
those who don’t want to work.”
so what’s design?
“Everyone designs who devises
  courses of action aimed at
changing existing situations into
       preferred ones.”
            –Herbert Simon
“Design is a complex problem
      solving process whereby artifacts
        are structured to attain goals”
                           –Herbert Simon




           so what’s design?
   products          conceived              functionality
    services       programmed                 reliability
     brands          organized                  beauty
communications      developed                  elegance
    systems             built                profitability
  experiences         crafted                 efficiency
      etc.          engineered                 viability
                     fashioned                    etc.
                        etc.
so what’s all the fuss
   about design?
“Design is not incidental to modern
  economies, but integral; not part of
success but at the heart of success; and
 not a sideshow, but the centrepiece.”




                        Gordon Brown
                        UK, Prime Minister
In most people's vocabularies, design
means veneer. It's interior decorating.
It's the fabric of the curtains of the
sofa. But to me, nothing could be
further from the meaning of design.
Design is the fundamental soul of a
human-made creation that ends up
expressing itself in successive outer
layers of the product or service.
                            – Steve Jobs
"Design is only secondarily
about pretty lumpy objects
and primarily about a whole
approach to doing business,
serving customers, and
providing value."

"Design... has become
central to enterprise
strategy."

–Tom Peters
Design at the level of   what subjects and
           strategy, policy and
                                   opportunities
                 mission
                                   should we pursue?


          Design at the level of   what value
           tactics, products,      offerings should
problem   services, processes      we develop?

 scope

          Design at the level of
          operations, tangibles
                                   what form(s)
               and touch           should these
                                   things take?
creative

 ubiquitous
  design
•

                                                           screen/stage          music
                             foods
                                      community            plays                   enlightenment
                          aircraft organizations                    fine art play/relaxation
                                                      film/media
                         network                      productions               games
                         technologies vehicles                       entertainment
                environments                               scents brand          consumer
                                marketing            fashions       expressions experiences
designer,                       communications                 business models
                                                                            guided
 don’t be
     material                                            consumer           transformations      conceptual
parochial              medical/surgical publications products
                       devices        materials                         smart, adaptive
                                   industrial           software        systems            recombinant systems
                        gm seeds processes           consumer/ business                    transport
                                 pharmaceuticals services              computing           biomolecular machines
                 bioengineered                              lighting systems               microbes, molecules
                 tissues                   molecular        systems commercial             biopharms
                        knowledge/skill devices                        channels            programmable materials, matter
                        enablers                              weapons                      artificual organs, tissues
                                                              systems                      microorganisms




                                              analytic
sound great?
sound great? so great?
    what’s not


         We live in a time of fertile
        change and tremendous anxiety…

                  Ambiguity
                  Complexity
                   Volatility
knowing how to
  engineer virtual
     anything
                                                           g ap
                                                     ti on
                                               no va
                                            in
                                                      not knowing
                                                   what to make that
                                                   would be desirable
                                                   to people & viable
                                                       to business
                                                                  Patrick Whitney, IIT

© HumanCentered 2007, All Rights Reserved
business has a problem
     with the future
  Q2-2011     Q2-2012    Q3-2013    Q1-2014    Q1-2015
  OUR WORK




   offering   offering   offering   offering
                                    offering   offering


   Now         Next       Soon      Later       Who
                                               knows?
design helps here
              Q2-2011        Q2-2012       Q3-2013         Q1-2014       Q1-2015
             OUR WORK




               offering       offering      offering        offering
                                                            offering      offering


               Now            Next          Soon            Later         Who
                                                                         knows?




  1. understanding        2. identifying patterns       3. creating concepts         4. prototyping the
users and the context       and reframing the          that build experiences            innovations
   of the problem                problem                    for users and
                                                                                      –Patrick Whitney, ID, IIT
                                                         economic value for
                                                            the company
design   business
“There is a huge river of misunderstanding between
the design world and the business world. You have to
start building a bridge between them.”

“What designers need to learn–and this is the most
important thing– is the language of the business
world. Only by learning that language can you
effectively voice the arguments for design.”

Peter Gorb, London Business School, 1993
Patrick Whitney on the value of
abstracting design problems




          www.vimeo.com/5750600
“Informational displays/systems
                                              and the future of the driving
                                                      experience”




© HumanCentered 2007, All Rights Reserved
“Informational displays/systems and the
                                                 future of the driving experience”




                               Knowledge > Insights > Ideas




               UNDERSTAND                               articulate vision/
                                                              intent         MAKE


                                      research
                                     & discovery



                                              REALIZE


© HumanCentered 2007, All Rights Reserved
http://vimeo.com/16227154



© HumanCentered 2007, All Rights Reserved
http://www.youtube.com/watch?
                              v=I8biQ8dfC_U&list=PL93019A1526FC1BE6&inde
                                         x=36&feature=plpp_video

© HumanCentered 2007, All Rights Reserved
http://www.youtube.com/watch?
                                            v=wvZTSnT5Qus&list=PL93019A1526FC1BE
                                                 6&index=37&feature=plpp_video




© HumanCentered 2007, All Rights Reserved
Designing the Future of Things and Experiences
      title slide




                                nk s!
                            T ha                 University of Kansas
                                                       Think & Make
                                                    Michael Eckersley, PhD
                                                               March 2012

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Designing The Future of Things & Experiences

  • 1. Designing the Future of Things and Experiences title slide University of Kansas Think & Make Michael Eckersley, PhD March 2012
  • 2. about me © HumanCentered 2004, All Rights Reserved
  • 3.
  • 5. what we do OUR WORK INVOLVES IMPACTS contextual human research brand brand equity consumer experience & design planning products & services behavior strategic design planning architecture & engineering systems behaviors visualization / simulation management systems business performance
  • 8. Marc Newson an art school designer
  • 9. “Ultimately, my job as a designer is to be able to look into the future”. “I grew up in a generation...when they landed on the moon. I can’t deny that that was massive event in my life. All of my dreams were about the future. What I want to do is to be able to have things that don’t exist. Things that you can’t go out and buy. Things that irritate you, anger – or dissatisfaction, at the very least – play such an important role in motivating what we do as designers.” “My job is about what is going to happen, not what has happened.”
  • 10. Encouraged exploration and discovery, a way of looking at problems with fresh eyes, without the burden of conventional ways of dealing with them. Duchamp, Baldessari (business & innovation)
  • 11. the form the idea the people• beware the designer’s ego the system
  • 12. multiple points of view critical, independent thinking iterative problem-solving cultivated imagination
  • 13. “Art school: the last resort of malingerers and bluffers, and those who don’t want to work.”
  • 14. so what’s design? “Everyone designs who devises courses of action aimed at changing existing situations into preferred ones.” –Herbert Simon
  • 15. “Design is a complex problem solving process whereby artifacts are structured to attain goals” –Herbert Simon so what’s design? products conceived functionality services programmed reliability brands organized beauty communications developed elegance systems built profitability experiences crafted efficiency etc. engineered viability fashioned etc. etc.
  • 16. so what’s all the fuss about design?
  • 17. “Design is not incidental to modern economies, but integral; not part of success but at the heart of success; and not a sideshow, but the centrepiece.” Gordon Brown UK, Prime Minister
  • 18. In most people's vocabularies, design means veneer. It's interior decorating. It's the fabric of the curtains of the sofa. But to me, nothing could be further from the meaning of design. Design is the fundamental soul of a human-made creation that ends up expressing itself in successive outer layers of the product or service. – Steve Jobs
  • 19. "Design is only secondarily about pretty lumpy objects and primarily about a whole approach to doing business, serving customers, and providing value." "Design... has become central to enterprise strategy." –Tom Peters
  • 20. Design at the level of what subjects and strategy, policy and opportunities mission should we pursue? Design at the level of what value tactics, products, offerings should problem services, processes we develop? scope Design at the level of operations, tangibles what form(s) and touch should these things take?
  • 21. creative ubiquitous design • screen/stage music foods community plays enlightenment aircraft organizations fine art play/relaxation film/media network productions games technologies vehicles entertainment environments scents brand consumer marketing fashions expressions experiences designer, communications business models guided don’t be material consumer transformations conceptual parochial medical/surgical publications products devices materials smart, adaptive industrial software systems recombinant systems gm seeds processes consumer/ business transport pharmaceuticals services computing biomolecular machines bioengineered lighting systems microbes, molecules tissues molecular systems commercial biopharms knowledge/skill devices channels programmable materials, matter enablers weapons artificual organs, tissues systems microorganisms analytic
  • 23. sound great? so great? what’s not We live in a time of fertile change and tremendous anxiety… Ambiguity Complexity Volatility
  • 24. knowing how to engineer virtual anything g ap ti on no va in not knowing what to make that would be desirable to people & viable to business Patrick Whitney, IIT © HumanCentered 2007, All Rights Reserved
  • 25. business has a problem with the future Q2-2011 Q2-2012 Q3-2013 Q1-2014 Q1-2015 OUR WORK offering offering offering offering offering offering Now Next Soon Later Who knows?
  • 26. design helps here Q2-2011 Q2-2012 Q3-2013 Q1-2014 Q1-2015 OUR WORK offering offering offering offering offering offering Now Next Soon Later Who knows? 1. understanding 2. identifying patterns 3. creating concepts 4. prototyping the users and the context and reframing the that build experiences innovations of the problem problem for users and –Patrick Whitney, ID, IIT economic value for the company
  • 27. design business
  • 28. “There is a huge river of misunderstanding between the design world and the business world. You have to start building a bridge between them.” “What designers need to learn–and this is the most important thing– is the language of the business world. Only by learning that language can you effectively voice the arguments for design.” Peter Gorb, London Business School, 1993
  • 29. Patrick Whitney on the value of abstracting design problems www.vimeo.com/5750600
  • 30. “Informational displays/systems and the future of the driving experience” © HumanCentered 2007, All Rights Reserved
  • 31. “Informational displays/systems and the future of the driving experience” Knowledge > Insights > Ideas UNDERSTAND articulate vision/ intent MAKE research & discovery REALIZE © HumanCentered 2007, All Rights Reserved
  • 33. http://www.youtube.com/watch? v=I8biQ8dfC_U&list=PL93019A1526FC1BE6&inde x=36&feature=plpp_video © HumanCentered 2007, All Rights Reserved
  • 34. http://www.youtube.com/watch? v=wvZTSnT5Qus&list=PL93019A1526FC1BE 6&index=37&feature=plpp_video © HumanCentered 2007, All Rights Reserved
  • 35. Designing the Future of Things and Experiences title slide nk s! T ha University of Kansas Think & Make Michael Eckersley, PhD March 2012