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Space,, Time,, and the Attendee
 p

        Robert Lowe                Paul Gould
Vice President—Event Architect      Designer
      Nth Degree Events
             g                   MAYA Design, Inc.
                                          g
Essential Learning Components
1. Consider the unique mindsets of the four distinct 
   generations of attendees.
2. Acknowledge and accept attendees’ time
   constraints.
3. Develop personas as a way to understand and support 
3D l                              d      dd
   attendee needs.
4. Pay attention to the social and behavioral impact that
   Pay attention to the social and behavioral impact that 
   space has on event attendees.
5. Stay aware of boundaries where attendees maintain 
   “sense of place” and form meaningful connections.
Questions to keep in mind
• How have attendees evolved over the past five years?
• What drives those changes?
• How has your event development, planning, and 
  methodology changed in response to or anticipation of 
  methodology changed in response to or anticipation of
  those changes?
• How do all of these changes alter the way attendees 
  “consume” your event?
• How do the approaches we’ll cover differ from 
  conventional approaches?
  conventional approaches?
User-Centered Design
User‐centered design is 
a multi‐stage problem‐
solving process for 
  li            f             USABILITY             ACCESSIBILITY
understanding user 
needs, designing to 
support those needs, 
                                            USER
and conducting real‐
world tests to ensure 
user goals are met.
                                      UNDERSTANDABILITY
User-Centered
User Centered Design = Event Design


                      Goals 
                      Gl                    Constraints
                                            C t it



                                 Attendee
                                      d



                  Expectations               Un‐met needs
Event Design = Experience Design
Experience Design from Whose Viewpoint?
As attendee can no longer be thought of as someone who 
       attends an event. They must be understood . . .

             as the event
                the event.
Today’s Attendee
Today’s Attendee

– Generational
– Persona 
Effects of Time on Attendees
How does time affect and change attendees?
   – Attention Economy
   – Interaction value 
Generation Review
• Multiple generations
       Traditionalist (ages 64–79)
   –
       Boomers (ages 46–63)
   –
       Generation X (ages 30–45)
   –
       Generation Y / Millennials (up to age 29)
   –
• Generational differences
Generational Exercise
Generational Effects on Events
• Learning styles
   – Events must “teach” to all learning styles 
     and not just in sessions
• Approach to commitment and focus
• Work vs. personal time
• Different core values
Generational studies frame the design.
              Persona development . . .



          guides it
            id it.
Understanding the Attendee Personas
• What is a persona?
• Wh i i i
  Why is it important to define them?
                         d fi    h?
• How do you do it?
       Tasks
   –
       Goals
   –
       Motivations
   –
       Mindset
   –
       Context
   –
       Constraints
   –
       Capabilities
   –
What is a persona?

• As defined by Wikipedia:  “A persona is a fictitious 
               y     p          p
  character created to represent different user types 
  within a targeted demographic…. Personas are useful 
  in considering the goals, desires, and limitations of 
  the users in order to help to guide decisions about a 
  product….
  product ”
Why is it important to define them?

• Meet the expectations of attendees
• Understand attendees as people not just BISs
• Test your “design” against them


   All this should be at the center of your decision‐making process.
                                       y                  gp
Analysis Method: PERSONA
Example: Using Personas
Example: Using Personas




                          How to Use
                           Personas
Attention Economics

It s an approach to the management of 
It’s an approach to the management of
information that treats human attention 
as a scarce commodity.
as a scarce commodity.
Event Attention Economics

Understand that attendees have less time to 
Understand that attendees have less time to
sort through more information. Tailor their 
activities so that they benefit from every
activities so that they benefit from every 
interaction.
The Event Attention Economic Affect
• High value vs. time spend
   – Weigh perceived value of every interaction 
     vs. time commitment necessary
• Attendees demand the ability to consume an 
  event when and how they choose
Applications
Generational Applications

• Laptop Lane
  Laptop Lane
Generational Applications

• Laptop Lane
  Laptop Lane
• Crypto Commons
Generational Applications

• Laptop Lane
  Laptop Lane
• Crypto Commons
•S i R
  Session Room layout
               l    t
The primary use of these 
                                     Persona Applications
personas is by the Agile 2009 
conference attendee for use in 
conference attendee for use in
identifying sessions appropriate 
to attend. In particular 
attendees that don’t have a 
specific agenda may be 
interested in choosing sessions 
that closely match their role or 
interest level.

The secondary use for personas 
is for session proposers. Session 
is for session proposers Session
proposers will “tag” their 
session proposals as being 
appropriate for one or more 
appropriate for one or more
attendee personas
Persona use scenarios
Event Attention Economic Applications
• Shrinking keynote and session presentation times
• Replay/recast
• Activity‐finding (“What’s happening now”?)
Measure of Success
• Measure number of hours on show floor, 
  number or sessions attended or number of days 
       b        i     tt d d        b     fd
  at an event


       Vs.


• Have attendees formed meaningful connections 
  and accomplished their goals?
Spaces and Boundaries
Questions to keep in mind…
• How is the information space changing?
• Who/What are we designing for?
• How do we design spaces that enable, support, and 
  empower users within the constraints of an 
  attention economy?
Points of Interest
• It’s all about:
    – Connections
    – Designing for experiences
    – Creating a shared ritual through storytelling, 
      spectacle, and community
Design Exercise
Design Exercise

Design:
    g

 . . . a  vase
 . . . a “vase”
Design Exercise

Design:
    g

 . . . a  way for people 
 . . . a “way for people
 to enjoy flowers in 
 their home”
Design for Experience

Experience design, or  design for 
Experience design, or “design for
experience” is a name for enlarging 
scope to consider patterns of life, goals,
scope to consider patterns of life, goals, 
activity, context, repeated use, learning, 
sharing, emotion, and more…while 
       g,          ,
applying the design process.
Design for Experience

Are you providing answers to immediate problems?
Are you providing answers to immediate problems?

                         OR


Are you creating holistic experiences for your users?
Oscars 2006
       2009
Oscars 2008
Oscars 2009
Imagination Playground
Sociofugal vs Sociopetal Space
MAYA Neighborhoods vs. Cube Farm
Ikea
IKEA as a constructed space
Seattle Public Library
Example: RSA Conference
Session Rooms
Session Keynotes
Session Post-Keynotes
Post-Session Interactions
Modular Spaces
Modular Spaces
Public Lobby
Structured Spaces
Unplanned Spaces
Pathways
Common Spaces
Café Tables
Orientation and Roles
Orientation and Roles
Orientation and Roles
Blending
Secret Societies
Boundaries
Boundaries
Boundaries
Example: Carnegie Public Library
Carnegie Library of Pittsburgh | Pervasive Information Environment




                                            Carnegie Library of Pittsburgh
                                                 Carnegie Public Library
Carnegie Library of Pittsburgh | Information Environment




                              What do Customers Experience?
Carnegie Library of Pittsburgh | Information Environment




                                                           Experience Depiction
Carnegie Library of Pittsburgh | Information Environment




                                                       Personas follow scenarios
Carnegie Library of Pittsburgh | Information Environment




                                                           Bridge the breakpoints
Carnegie Library of Pittsburgh | Information Environment




     The d f
     Th end of every customer journey should
                        t     j         h ld
                be the beginning of a new one
Carnegie Library of Pittsburgh | Information Environment




   Make prototypes to explore options quickly
Carnegie Library of Pittsburgh | Information Environment
Carnegie Library of Pittsburgh | Information Environment




                                                           Information and space
Carnegie Library of Pittsburgh | Information Environment




               After renovations, hidden information is
                              broadcast into the space
Carnegie Library of Pittsburgh | Information Environment




    “Serendipitous” connections depend on a
     well-planned, sustainable framework for
                    publishing into the space
Carnegie Library of Pittsburgh | Information Environment




                      Now the electronic space and physical
                            space interfaces are consistent
                             p
So What?!
• Help all stakeholders make connections.
• Address holistic experiences.
• Build bridges over boundaries.
• Build spaces with personas and purposes 
  in mind.
Field Research Activity
Using our Developed Persona
Hypotheses
to Test
   Test,
Experiences
to Evaluate
Assumption-based Personas?
                       The Partier

 The Player
 The Player                               The Connoisseur
                                          Th C     i




                                     The Professional
The Escapist
The Player
The Partier
The Connoisseur
The Escapist
The Professional
Guidelines

    Where are we going?
•
    What are we looking for?
•
         Tasks
     –
         Goals
     –
         Motivations
     –
         Mindset
     –
         Context
     –
         Constraints
     –
         Capabilities
     –
Review

• What did you see?
           y
• What did we learn?
Relate
• Why is it important?
• How can you relate your findings back 
  to your own challenges and 
  responsibilities?
Thank You

        Robert Lowe                Paul Gould
Vice President—Event Architect       Designer
      Nth Degree Events
             g                   MAYA Design, Inc.
                                           g
         281‐304‐9566              412‐488‐2900
 rlowe@nthdegreeevents.com       gould@maya.com

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