Designing for the Collective User

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  • Designing for the Collective User

    1. 1. THE COLLECTIVE USER <ul><li>Designing for Collective Action and Experience </li></ul>
    2. 2. Martin <ul><li>Social Interaction Designer </li></ul><ul><li>Working with designing social spaces bridging digital and physical space </li></ul><ul><li>Associate Professor (temp) </li></ul><ul><li>Interactive Spaces and Dept. of Design – Aarhus School of Architecture </li></ul><ul><li>www.interactivespaces.net </li></ul><ul><li>www.aarch.dk </li></ul><ul><li>Personal consultancy </li></ul><ul><li>www.nextandmore.com </li></ul>
    3. 3. Team – Interactive Spaces <ul><li>Pervasive computing becomes interactive spaces </li></ul><ul><ul><li>Deals with the collections of artifacts and activities that people engage with in everyday and extraordinary life </li></ul></ul><ul><ul><li>Couple digital capabilities of stuff with physical capabilities of people </li></ul></ul><ul><ul><li>L earning environments, mobile play, urban web, experience design, p2p </li></ul></ul>
    4. 4. Research
    5. 5. Design <ul><li>Discover the new </li></ul><ul><li>Generate constraints </li></ul><ul><ul><li>Or – generate the design space by (dynamically) defining its limits </li></ul></ul><ul><ul><li>My focus: </li></ul></ul><ul><ul><li>How do we define social spaces in order to get the best ideas </li></ul></ul>Most advanced Most evolutionary
    6. 6. Limits to design spaces Known Unknown (unacknowledged)
    7. 7. The User
    8. 8. The User
    9. 9. The User
    10. 10. The Users – social people in social spaces
    11. 11. What we can’t know about users <ul><li>Or what we thought we knew but it turned we didn’t really… </li></ul><ul><li>The empirical fallacy: </li></ul><ul><ul><li>“… the idea that use is an activity open for empirical investigations and not something we define” </li></ul></ul><ul><li>The interactive fallacy: </li></ul><ul><ul><li>“… the idea that the objective of interaction design is to design ‘interactive’ systems where the user is yet another component” </li></ul></ul><ul><li>(Hallnäs + Redström) </li></ul>
    12. 12. The Collective User
    13. 13. Where the action is <ul><li>Individuals walk in and out of collectives </li></ul><ul><li>Their dreams, desires, purposes, goals – all change accordingly </li></ul><ul><li>=> designing for the collective instead of the individuals targets the actual recipient </li></ul>
    14. 14. Examples explorations
    15. 15. iFloor
    16. 18. Convivio
    17. 20. iHome
    18. 21. iHome
    19. 22. How-to <ul><li>Good questions: </li></ul><ul><ul><li>Is there a collective to be addressed? </li></ul></ul><ul><ul><li>Is the collective more interesting than the individual participants? </li></ul></ul><ul><ul><li>What is the purpose of the collective </li></ul></ul><ul><ul><li>What are the goals of the collective </li></ul></ul><ul><ul><ul><li>Dreams, desires, hopes, fears, definitions of meaning in life? </li></ul></ul></ul><ul><ul><ul><li>Like in a family </li></ul></ul></ul><ul><li>Placement and design intention </li></ul>
    20. 23. Whats the point <ul><li>The individual is the current end-point of design </li></ul><ul><ul><li>We can do more with design if we expand the notion of the user </li></ul></ul><ul><li>The individual is also the current glass ceiling of our capacity to change the world </li></ul><ul><ul><li>Think user experience: there’s plenty of bucks in it, but if we only cater to the western, spoiled individual we will not move the world enough in time </li></ul></ul><ul><li>People are more than merely-individuals </li></ul><ul><ul><li>Some of the most interesting, meaningful and defining events in our lives are as participants in gatherings: as families, as friends, as nations, as rebellious citizens, AS NOT JUST YOU BUT Y’ALL or WE </li></ul></ul><ul><ul><ul><li>What does the we-technologies of the future look like? </li></ul></ul></ul>
    21. 24. THEN WHAT <ul><li>I am anxious to do more of this stuff, so if you have ideas for where to apply it, I am here to talk </li></ul>
    22. 25. Currently – in research <ul><li>iSport – audience experiences </li></ul>
    23. 26. But there has to be more to life than that too Political interfaces Creativity interfaces Change interfaces Collaboration interfaces Interfaces for Collective Intelligence
    24. 27. Think - talk [email_address] www.nextandmore.com - consulting www.interactivespaces.net - research

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