Designing for 2012 and Beyond[Slide 1] We are all seeding a new reality. We don't really understand the world we are building. But whatever we are building it's not neutral. It influences you, me, our …
Designing for 2012 and Beyond[Slide 1] We are all seeding a new reality. We don't really understand the world we are building. But whatever we are building it's not neutral. It influences you, me, our communities & other cultures. AR has grown up in a geeky culture and we don't think about the new reality we’re building as much as we should. Maybe we don't think about it at all.
I want to think about 'seeding a new reality' with you for the next 15 minutes.
[Slide 2] And I want to think about if from an end-user perspective because that's what my job at dekko.
Our aim at Dekko is to make 'Re-usable experiences'. We ask ourselves why would someone take their device out of their pocket to use this app again and again.
To get there we often joke after hitting huge technical challenges over and over again, like this "How are can it be?"
[Slide 3] I'm incredibly amazed at the problem we face and the ability of our team.
[Slide 4] To think about building a re-usable experience we FIRST have to understand the end users needs. We can't understand the need if we don't study the person, their daily frustrations, excitements & other emotional triggers [pictures of emotion] they experience in their environment [life events & objects] how they share this with friends & family [social network analogy & digital].
[Slide 5] First our products don't cut it unless they functional, reliable and usable. Then our designs can empower people to do more and to do it better, Proficiency. For example, it's not necessary to be able to build playlists & shared songs on Spotify, but it sure makes me want to use Spotify again and again.
But the ultimate goal to 'seed a new reality', to win a loyal fan base and be successful is ONLY by fulfilling peoples creative needs. Making them achieve more they expect of themselves. To have meaning and purpose.
Apple's has won a loyal fan base by making people feel creative.
Minecraft has won players by giving them the ability to create unexpected scenes.
Sports training apps like the Nike+ app socially pushes us to better our health.
[Slide 6] AR is a awesome tool to help us be creative. At Dekko we decided to explore how the user need to be creative can be expressed by bring toys to life. Imagine you're toy being an app in themselves. Each toy has it's own operating system. By looking at them, picking them up and putting them next to another toy they act and behave differently. [show monkey running around].
[Slide 7] So, to build a successful 'new reality' we need to fulfill our creative needs. But why is AR particularly good in achieving this?
It becomes easy to understand when we first think about designing the emotional journeys of our lives.
[Slide 8] Games and films take us on a well constructed emotional journey. Gamers emotions are tracked, tweaked and controlled. Games have the ability to motivate us and eventually change the way we behave and ultimately think.
[Slide 9] As a UX designer we call t