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IAK16 An Urania. Blick. Zurück. Nach Vorn.

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Closing Keynote Information Architecture Konferenz IAK16
Refs at http://mprove.de/script/16/iak/

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IAK16 An Urania. Blick. Zurück. Nach Vorn.

  1. 1. An Urania Blick. Zurück. Nach Vorn. Matthias Müller-Prove // mprove.de Closing Keynote der IA Konferenz, Berlin 4.6.2016 cover: Berlin Pankow-Heinersdorf http://mprove.de/art/15/pankow.html
  2. 2. An Urania,
 die Muse der Astronomie Albertina in Wien Photo CC BY-SA 3.0 Wolfgang Sauber Diese Version CC BY-SA 3.0 mprove
  3. 3. Nicolaj Kopernikus
 1543
  4. 4. Foto: @Anstrengungslos Jana Stecher
 Frederike Beha https://twitter.com/Anstrengungslos/status/739058276181118976 http://www.ajoma.de/Planetenschleife_Mars_gross.jpg
  5. 5. Benno Löwenberg, 2016https://twitter.com/BennoLoewenberg/status/738681057772457984
  6. 6. Content BusinessPeople IA Informationsarchitektur ist…
  7. 7. Interaktionsdesign ist… Product BusinessPeople IxD
  8. 8. Service-Design ist… Service BusinessPeople SD
  9. 9. Product BusinessPeople IxD Content BusinessPeople IA Service BusinessPeople SD
  10. 10. BusinessPeople State of the Onion Service Content Product
  11. 11. BusinessPeople State of the Onion Service Content Product Dev
  12. 12. IDEO /via Hendrik Sommerfeldt Photo: Simon Wondracek https://twitter.com/swondracek/status/738748232466083840
  13. 13. Gartner Hype Curve
  14. 14. Gartner Hype Curve 2015 VR Gesten-SteuerungAR Smart Home IoT Natürliche Sprache Maschinelles Lernen Big Data AutoAutos Brain-Computer
 Interface Wearables
  15. 15. Gartner Hype Curve Tal der Ernüchterung Plateau der Produktivität Gipfel der übersteigerten Erwartungen
  16. 16. Rainer Sax Photo: @sybit_ux https://twitter.com/sybit_ux/status/738656771141709824
  17. 17. IAK 2016 Hype Curve Zweifel Produkt Vision Strategie
  18. 18. Erfolg am Markt ? Strategie Produkt Vision
  19. 19. early adopters early late 70%
 majority 15% adoption density
 Dichtefunktion der Marktdurchdringung 15% leggards
  20. 20. 15% early adopters 70% majority 15% adoption distribution
 Verteilungsfunktion der Marktdurchdringung 50% • • • • 15% leggarts 50% 100% • • • •
  21. 21. 15% 50% • • • • 15% early adopters Vision/Illusion Realität 50% 100% • • • • cf. »Crossing the Chasm«
 Geoffrey Moore
  22. 22. early adopters 70%
 majority 15% 15% cf. »Crossing the Chasm«
 Geoffrey Moore
  23. 23. Innovation ? Tal der Ernüchterung Strategie Produkt Vision
  24. 24. Long Nose of Innovation
 Bill Buxton 2008 http://www.billbuxton.com/01%20The%20Long%20Nose%20of%20Innovation%20Revised.pdf
  25. 25. Head Mounted Display – Ivan Sutherland et al., 1966 https://www.youtube.com/watch?v=NtwZXGprxag
  26. 26. Aspen Movie Map, Nicholas Negroponte et al. MIT 1978 https://www.youtube.com/watch?v=w18MyqszIYc
  27. 27. Google Earth 2001, Google Streetview 2007: Urania - Marfa, TX https://youtu.be/yoHAHNt-xgU
  28. 28. Mark Z. @ Samsung World Congress 2016 https://infinityleap.com/facebook-looking-forward-to-better-interactions-in-virtual-reality/
  29. 29. 50 Jahre Head Mounted Display
 Sutherland/Sproul Oculus Rift
 Cardboard
  30. 30. NLS/Augment – Douglas Engelbart et al.1968 http://mprove.de/diplom/text/2.1.3_nlsaugment.html
  31. 31. The world is so damn complex.[…] If mankind can get more capable in dealing with complex urgent problems collectively, that would be a perfect professional goal. – Doug Engelbart, 2000 http://www.invisiblerevolution.net/engelbart/glossary/index.html http://www.invisiblerevolution.net/engelbart/glossary/index.html
  32. 32. Ubiquitous Computing
 Mark Weiser et al., PARC 1991
  33. 33. Starfire – Bruce „Tog“ Tognazzini et al., Sun Microsystems 1994 https://www.youtube.com/watch?v=w9OKcKisUrY
  34. 34. Mezzanine – John Underkoffler et al., Oblong Industries 2014 https://www.youtube.com/watch?v=zIDRWQHCWb0 https://www.youtube.com/watch?v=zIDRWQHCWb0
  35. 35. Collaboration is one
 of the greatest joys in the world. – John Underkoffler, 2016
  36. 36. Innovation Research & Invention Long Nose of Innovation Product Prototype
  37. 37. Long Nose of Innovation Gartner Hype Curve
  38. 38. Innovation BusinessPeople Service Content Product Dev
  39. 39. Komplexität einer App Komplexität
 über alle Systeme via Bill Buxton, TNWConf, Mai 2016 Frustrtions-Limit
  40. 40. 3 Rules /Bill Buxton 1. Every new product and service must provide great experience and excellent value – they must work, flow & generate demand. 2. Every new product must work seamlessly with all others in the customer’s ecosytem. 3. Each must also reduce the complexity and increase the value of each of the others.
  41. 41. Business People Innovation Customer App + Devices
 Ecosystem Service Content Product Dev
  42. 42. Vielen Dank Matthias @mprove
 mprove.de/script/16/iak/ Arc de 124.5° von Barnar Venet, 1987 Photo CC BY-SA 3.0 Manfred Brückels Diese Version CC BY-SA 3.0 mprove

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