Design for Meaningful Experience

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Design for Meaningful Experience

  1. 1. Design for Meaningful Experiences Jingle Mao | 20 May 2010 | www.maojingle.wordpress.com
  2. 2. Introduction Experiences shape people’s life - material experiences - immaterial experiences Ubiquitous technology and measurable experiences - Technologies are now everywhere in people’s daily life - Technologies make experiences visible and measurable Ubiquitous technology and designable experiences OUTLINE - Manmade objects produced by machines - Manmade objects produced by digital technology - Meet the gizmo and spime Design for meaningful experiences - Methods - Researches - Crietra Conlution
  3. 3. Part - I Introduction: Intel Healthcare
  4. 4. Experiences Shape People’s Life Part - II Experiences shape people’s life
  5. 5. MASS PRODUCTION LOW-PRICE WELL-DESIGN MATERIALS QUALITY LIFE! Part - II Experiences shape people’s life
  6. 6. Part - II Experiences shape people’s life
  7. 7. MATERIALS Part - II Experiences shape people’s life
  8. 8. G E N S D D I E Part - II Experiences shape people’s life
  9. 9. G E N S D D I E Part - II Experiences shape people’s life
  10. 10. Part - II Experiences shape people’s life
  11. 11. “Today ( having satisfied many basic needs ), people are looking for more ( and more meaningful ) experiences.” --- Evenson and Dubberly Part - II Experiences shape people’s life
  12. 12. Ubiquitous Technology and Measurable Experiences Part - III Ubiquitous technology and measurable experiences
  13. 13. “Internet users ( per 100 people).” Grpminder.org.Gapminder, n.d. Web. 03 May 2010 Part - III Ubiquitous technology and measurable experiences
  14. 14. “Internet users ( per 100 people).” Grpminder.org.Gapminder, n.d. Web. 03 May 2010 Part - III Ubiquitous technology and measurable experiences
  15. 15. Changes? Gender difference has disappeared. The ethnic and socioeconomic gap has narrowed. The age gap has become less relevant. (Assael 93) 77.8% of college student in US consider the Internet a convenience utility. (Johnson and Kulpa 774) Cyberspace is no longer a place beyond the world, it is part of people’s everyday life. Part - III Ubiquitous technology and measurable experiences
  16. 16. Ubiquitous technology and designable experiences Part - IV Ubiquitous technology and designable experiences
  17. 17. A WORLD WITH Gizmo Spime Gizmo are highly unstable, user-alterable, Spimes are manufactured objects baroquely mulitifeatured objects, commonly whose informational support is so programmable, with a brief lifespan. overwhelmingly extensive and rich Gizmo are commonly linked to network that they are regarded as material service providers, they are not stand- instantiations of an immaterial alone objects but interfaces. system. Since 1989 Since 2004 Part - IV Ubiquitous technology and designable experiences
  18. 18. MAKING THINGS SHAPING THINGS WHY? The features of Gizmos and Spimes allow the daily behavior data to be collected, stored, and analyzable. It therefore allows designers to shape meaningful experiences. Part - IV Ubiquitous technology and designable experiences
  19. 19. G E N S D D I E Visible Measureable Analyzable Part - II Experiences shape people’s life
  20. 20. G E N S D D I E Designable Part - II Experiences shape people’s life
  21. 21. Design for meaningful experiences Part - V Design for meaningful experiences
  22. 22. HOW TO SHAPING THINGS? Design the lifespan of things. Design the human objects interations. Explore the humanity of immaterial experiences. Unfinished design Part - V Design for meaningful experiences
  23. 23. Nate, Bolt. “Remote Design Research.” IxDA: Interaction Design Association. IxDA, 28 Feb. 2010. Web. 16 Mar. 2010. MARKETING RESEARCH HUMAN CENTER RESEARCH OPINION BEHAVIOR focus group ethnography surveys think-aloud tasks preference interviews conceptual AD/Brand awareness concrete concept testing task elicitation ideation Part - V Design for meaningful experiences
  24. 24. A good meta design is both tolerant and sustainable. It allows maximal co-creation for all kinds of individuals. At the meantime, it keeps the unforeseen results of co-creation at the furthest point. Part - V Design for meaningful experiences
  25. 25. Conclusion VI Part - V Conclusion Design for meaningful experiences
  26. 26. Nowadays technologies have provided designers rich resources and tools to improve experiences. Thus, contemporary designers can and should look into the future exploring how to create better experiences to form better ways of living. VI Part - V Conclusion Design for meaningful experiences
  27. 27. Arnall, Timo. “Designing for the Web in the World.” IxDA: Interaction Design Krippendorff, Klaus. The Semantic Turn: A New Foundation for Design. Florida: Taylor Association. IxDA, 28 Feb. 2010. Web. 12 Mar. 2010. & Francis Group, LLC., 2006. Print. Assael, Henry. “A Demographic and Psychographic Profile of Heavy Inernet Users and Løvlie, Lavrans. “From Products to People. ” Touchpoint: the Journal of Service Design Users by type of Internet Usage.” Journal of Aduertising Research Mar. 2005: 93- 1. 1 (2009): 38-42. Print. 123. EBSCOhost. Web. 15 May 2010. Manzini, Ezio.“Design for Social Innovation and Sustainability.” IxDA: Interaction Bowman, Dan. “New Intel Device Looks to Innovate Remote Patient Treatment.” Design Association. IxDA, 26 Feb. 2010. Web. 14 Mar. 2010. FierceHealthIT. 10 Nov. 2008. Web. 06 Apr. 2010. The Matrix. Dir. Larry and Andy Wachowski. Perf. Keanu Reeves, Laurence Fishburne, Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. New York: Carrie- Anne Moss, Hugo Weaving, and Joe Pantoliano. 1999. Film. Harper Perennial,1990. Print. Meyers, David. Personal interview. 17 Apr. 2010. “Cell phones (per 100 people).” Gapminder.org. Gapminder, n.d. Web. 03 May. Miller, Dianna. Personal interview. 14 Apr. 2010. 2010. Nate, Bolt. “Remote Design Research.” IxDA: Interaction Design Association. IxDA, 28 Deursen, Alxander van, Willem Pieterson. “The Internet as a Service Channel in the Feb. 2010. Web. 16 Mar. 2010. Public Sector.” International Communication Association 2006 Annual Meeting, Rosling, Hans. “Hans Rosling’s New Insights on Poverty.” TED: Ideas Worth Spreading. p1-17, 17p. EBSCOhost. Web. 13 May 2010. TED, June 2007. Web. 03 May. 2010. Evenson, Shelly, Hugh Dubberly. “Designing for Service: Creating an Experience Shedroff, Nathan. “Nathan: Thoughts.” Nathan Shedroff's World. Nathan.com. Web. 6 Advantage.” Dubberly Design Office 2.1 (2010): n pag. Web. 14 Apr. 2010. Apr. 2010. Fischer, Gerhard. “Social Creativity: Turning Barriers into Opportunities for Sterling, Bruce. Shaping Things. London: Massachusetts Institute of Technolog, Collaborative Design.” Google Scholar. New York: ACM. PDF file. 2005. Print. Hegeman, Jamin. “Service Design: an Interaction Design Perspective.” Mar. 2010. WORKS CITED Slideshare. Slidshare.net. 14 Mar 2010. Hill, Dan. “New Soft City.” IxDA: Interaction Design Association. IxDA, 28 Feb. 2010. Web. 13 Mar. 2010. Ikea. “Inter IKEA Systems B.V. - Facts & Figure.” franchisor.ikea.com. Inter IKEA Systems B.V. n.d. Web. 16 May 2010. “Internet users (per 100 people).” Gapminder.org. Gapminder, n.d. Web. 03 May. 2010. Intel Healthcare. Intel. Web. 05 Apr. 2010. Jonson, Genevieve Marie, Kulpa Anastasia. “Dimensions of Online Behaior: Towards a User Typology.” CyberPsychology&Behavior 10.6 (2007): 773-779. EBSCOhost. Web. 13 May 2010. King, Oliver, Girgit Mager. “Methods and Processes of Service Design.” Touchpoint: the Journal of Service design 1. 1 (2009): 38-42. Print. Kotler, Philip, Gary Armstrong. Priciples of Marketing. 10th ed. New Jersey: Prentice Hall, 2004. Print.
  28. 28. www.maojingle.wordpress.com maojingle@gmail.com +(1)912-332-9724 THANK YOU!

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