Gastronomy: A source of inspiration for user experience design

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Presentation for the EuroIA 2010 conference in Europe's culinary capital Paris by Peter Bogaards (with support of Ruud Ruissaard) of INFORMAAT Experience Design. Designers will find lots of inspiration in the field of gastronomy as a conceptual metaphor for user experience design. Besides prior art, eight similarities, analogies and parallels between the fields are identified.

See also: FoodUX.org

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  • very cool video. Check this article I wrote on how iterative design process is very similar to preparing Indian sweet dish -http://veenadesign.blogspot.com/2010/09/cooking-engaging-experience-iteratively.html
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Gastronomy: A source of inspiration for user experience design

  1. GASTRONOMY A source of inspiration for user experience design Peter J. Bogaards EuroIA 2010
  2. DdUX.org informationdesign.org
  3. Jacco Nieuwland Information architect User Intelligence
  4. Eric Reiss CEO FatDUX
  5. Disclaimer • This talk contains my ideas, insights and points-of-view and is born out of two passions. • Gastronomy is no synonym for user experience (design), nor the other way. • Present 8 similarities, parallels, or analogies. • It’s not comprehensive at all.
  6. Defining the damned thing
  7. “Gastronomy is the craft, science, art, sociology, and anthropology of food, cooking, serving and eating.” - Michael Ruhlman 2008
  8. “User experience design is the art of setting the stage for good experiences to happen - creating spaces to find the delightful, useful, and good.” - Helge Fredheim 2010
  9. Conceptual metaphor
  10. “A conceptual metaphor refers to the understanding of one idea, or conceptual domain, in terms of another.” - Wikipedia
  11. Prior art
  12. “... (also known as state-of-the-art) in most systems of patent law, constitutes all information that has been made available to the public in any form before a given date that might be relevant to a patent's claims of originality.” - Wikipedia
  13. Patañjali Venkatacharya User experience architect Oracle
  14. Daniel Schwartz Jason Santos Jody Adams Ronald Baecker
  15. 8 Parallels Analogies Similarities
  16. #1 ~ The senses
  17. • Sensorium: vision, audition, touch, smell, and taste • Perception, cognition, emotion, and action • Design for the senses to allow experiences emerge.
  18. Gastronomy Mainly smell, taste, and touch
  19. User experience Mainly vision and audition
  20. #2 ~ Type of field
  21. Gastronomy as a field •Practice-led field, guild, chefs, and schools •Methods, techniques, skills, and tools •Science and technology since 1970 (‘Modernist cuisine’)
  22. UXD/IA as a field “The field of UXD in general, and IA in particular is a practice-led field in need of scientific research and reflection.” “(…) there is no larger coherent body of validated, scientific knowledge to appeal to or apply when designing in commercial or other contexts.” Jason Hobbs, et al. Journal of Information Architecture Issue 1 Volume 2
  23. #3 ~ Homo sapiens
  24. Omnivore FOOD
  25. Informavore FEED
  26. #4 ~ Visualization
  27. Jordy Houtman 2010
  28. Louis Rosenfeld 2001
  29. Jordy Houtman 2010
  30. The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/
  31. The elements of eating experience
  32. Facets of the user experience Peter Morville 2004
  33. Facets of the eating experience Peter Bogaards 2010
  34. #5 ~ Mis en place
  35. “The preparation and assembly of ingredients, pans, utensils, and plates or serving pieces needed for a particular dish or service period.” - The Culinary Institute of America
  36. UX Design library • Frameworks • Design patterns • Modular components • Guidelines, grids, and templates • Standards, reuse, consistency and efficiency
  37. Courtesy of Nathan Curtis
  38. #6 ~ Evaluation
  39. Gastronomy: Taste • Experience prototyping • Expert opinion and user feedback • To make food or cook
  40. User experience: Test
  41. #7 ~ Principles
  42. “Washoku is a practice, it's experiential.”
  43. Washoku: The five principles • Five colors (‘go shiki’): red, yellow, green, black, and white. • Five tastes (‘go mi’): a harmonious balance of flavors (salty, sour, sweet, bitter, and spicy) • Five ways (‘go ho’): prepare food by a variety of methods.. • Five senses (‘go kan’): be mindful of taste, sight, sound, smell, and touch • Five outlooks (‘go kan mon’): rules concerned with the partaking of food.
  44. 5 principles for UX designers • Understand the underlying problem before attempting to solve it • Don’t hurt anyone • Make things simple and intuitive • Acknowledge that the user is not like you • Have empathy - Whitney Hess
  45. #8 ~ Inspiration
  46. Wrapup • Gastronomy as a field is a rich source of inspiration. • Just a few examples of parallels, similarities, and analogies. There are many more. • More attention to the human experience than to the ‘thing’ we design.
  47. FoodUX.org
  48. “All slides will be online. If you can’t find them, you’re in the wrong business.” - Steven Pemberton, 2010
  49. i!

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