This document discusses designing experiences for meaningful interactions. It notes that experiences shape people's lives, and ubiquitous technologies now make experiences visible and measurable. As technologies become integrated into daily life, designers can shape experiences through objects that collect behavior data. The document outlines different types of manmade objects and discusses designing experiences through methods like considering an object's lifespan and human interactions. The goal is to create better experiences and ways of living through design.
A Model for Information Environments - Reframe IA Workshop 2013Andrew Hinton
My five-minute ignite-style talk for the Reframe IA workshop. Please note, for SlideShare purposes, I had to embed my notes into the slides, because PowerPoint wasn't behaving with other options.
(Information about the workshop: http://2013.iasummit.org/program/workshops/the-amazing-academics-practitioners-round-table/)
Presentation at the Serious Games Institute October 27, 2009 by Ron Edwards on the nature of work, drivers of collaboration and need for better tools, and how virtual worlds are an optimum fit for enterprise collaboration. Ron is the CEO of Ambient Performance in London.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Studying a research paper ...
A Model for Information Environments - Reframe IA Workshop 2013Andrew Hinton
My five-minute ignite-style talk for the Reframe IA workshop. Please note, for SlideShare purposes, I had to embed my notes into the slides, because PowerPoint wasn't behaving with other options.
(Information about the workshop: http://2013.iasummit.org/program/workshops/the-amazing-academics-practitioners-round-table/)
Presentation at the Serious Games Institute October 27, 2009 by Ron Edwards on the nature of work, drivers of collaboration and need for better tools, and how virtual worlds are an optimum fit for enterprise collaboration. Ron is the CEO of Ambient Performance in London.
Seven Master of Arts students from Constance at the University of Applied Sciences Communication Design faculty are working on design research concerning multi-touch interfaces during summer term 2008. Studying a research paper ...
Context Design (beta2) World IA Day 2013Andrew Hinton
My talk for World IA Day 2013, based on a book I'm writing. This is another permutation, somewhat different from the first "beta" talk I did in the fall. More about book: http://inkblurt.com/contextbook/
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Tsp fab fuse-promoting sustainable developmentevoltas
Twinning Sustainable Production is a research projekt which wants to find partners which are interested to share their knowledge about renewable energy infrastructure and open production infrastructure like fablabs or sustainable village
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
Enhancing Users' Experiences (Contextual Research in Forsyth Park, Savannah)Najmeh (Naz) Mirzaie
This project goal was about the necessary techniques to conduct relevant and useful research of a novel domain in context. Forsyth Park (Savannah, GA) was chosen as the case study. The results were to gain knowledge and expertise to contribute to the design process in user-centered products and systems in which users’ goals and task needs are given primary importance. The project covered observations, interviews, contextual inquiry and design, questionnaires, and the creation of new and novel research techniques.
Creating a Meaningful Customer ExperienceRob Thompson
The steps your customer goes through as they experience your product or service - Improve Customer Service - Increase Profits - Ensure Customer Satisfaction - Build Your Brand
Create a more meaningful customer experienceengage digital
Understanding and tracking your customer's behaviour can help you craft better marketing campaigns. Read our tips to creating a meaningful customer experience.
Context Design (beta2) World IA Day 2013Andrew Hinton
My talk for World IA Day 2013, based on a book I'm writing. This is another permutation, somewhat different from the first "beta" talk I did in the fall. More about book: http://inkblurt.com/contextbook/
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Tsp fab fuse-promoting sustainable developmentevoltas
Twinning Sustainable Production is a research projekt which wants to find partners which are interested to share their knowledge about renewable energy infrastructure and open production infrastructure like fablabs or sustainable village
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
Enhancing Users' Experiences (Contextual Research in Forsyth Park, Savannah)Najmeh (Naz) Mirzaie
This project goal was about the necessary techniques to conduct relevant and useful research of a novel domain in context. Forsyth Park (Savannah, GA) was chosen as the case study. The results were to gain knowledge and expertise to contribute to the design process in user-centered products and systems in which users’ goals and task needs are given primary importance. The project covered observations, interviews, contextual inquiry and design, questionnaires, and the creation of new and novel research techniques.
Creating a Meaningful Customer ExperienceRob Thompson
The steps your customer goes through as they experience your product or service - Improve Customer Service - Increase Profits - Ensure Customer Satisfaction - Build Your Brand
Create a more meaningful customer experienceengage digital
Understanding and tracking your customer's behaviour can help you craft better marketing campaigns. Read our tips to creating a meaningful customer experience.
Retail Banking: Delivering a Meaningful Digital Customer ExperienceCognizant
To compete effectively, banks must fully adopt digital technologies to enhance customer experience, by providing mobile banking, omni-channel banking options, digital personal financial management, and more.
AIMIA The Connected Consumer Conference | MashUp CX on Customer Experiencebrittneygraham16
MashUp CX is a global consultancy firm specialising in customer experience strategy and design. MashUp CX Director Nicola Mansfield was a guest speaker at AIMIA's half-day forum, 'Connected Consumer: The future of digital retail experience' in Sydney on July 15th. In this forum Nicola shared her thoughts on how retailers can be more profitable and relevant in today's omni-channel world through efficient design thinking.
Towards user co-creation of value on the Internet-of-Things (IoT)trappenl
With the promise of an Internet-of-Things, an abundance of connected smart objects around us will collaborate to deliver us novel services that we couldn’t have dreamt of before. But, how should we, as an industry, prepare for this? How can we create (new) value for our customers?
Let’s start with some history. In the last years, the general availability of creation tools and distribution mechanisms for digital media has resulted in a so-called long tail of user created digital artefacts complementing the commercial offering of online media. Everyone can now create movies and put them on YouTube. A similar trend is ongoing for web resources where toolkits for creating mash-ups are complemented with online communities for sharing APIs and code.
I will present some inhibiting factors that prevent this wave of mass creativity to start in the world of connected Internet-of-Things (IoT) devices. How can people trust services delivered by the IoT? How can they understand the services delivered to them by the smart environment? And, finally, how can users actively participate in this Internet-of-Things, as they do now on the Web?
I will zoom into this last aspect by addressing the required tools and sharing mechanisms for non-technical users to participate and co-create value on the Internet-of-Things. I will use SenseTale.com as one example trying to fill this gap. SenseTale is a live research prototype resulting from multi-disciplinary research that offers an online marketplace for IoT applications, real-time data and user created high-level abstractions thereof. SenseTale offers a first glimpse of a 3-sided marketplace where creative users, developers, and device manufacturers meet.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
In this paper we suggest a design research method for eliciting
affordances and new meanings for Smart Objects in the Internet of Things Era.
After an introduction to the topic and the description of some open issues, we
propose to adopt a Critical Design approach, where the role of Ambiguity is
twofold: on the one hand, it is the objective of the observation for defining a set
of ambiguous objects or affordances; on the other hand, it is the result of a
design conceptualization of smart objects aiming at provoking cognitive
dissonance and finalized to understand people adaptation processes and
behaviors.
Urban Interaction Design: Exploring the Space between People and the CityMichael Smyth
Presentation at the Connecting Cities Urban Media Lab Event at iMal, Brussels, June 2014
Video of presentation can be viewed here https://www.youtube.com/watch?v=8xCxPlQoOa0
Tools for a whole range of Scholarly Activities (at DH2015)John Bradley
The proposal introduces a simple classification scheme for digital tools for the Digital Humanities, and explores how the classification scheme introduces issues about tool building in the DH.
We are creating a new kind of reality, one in which physical and digital environments, media, and
interactions are woven together throughout our daily lives. In this world, the virtual and the physical
are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated
into the world around us.
The USC Annenberg Innovation Lab undertakes three kinds of activities:
* Design challenges that provide technical support, mentorship and prizes to USC students developing prototypes, applications and business ideas.
* Research on the digital media revolution and its impact on governments, businesses, creators and consumers.
* Ongoing dialogues that bring together students, executives, artists, entrepreneurs, scholars and policy makers.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
1. Design for Meaningful Experiences
Jingle Mao | 20 May 2010 | www.maojingle.wordpress.com
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
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. Ubiquitous Technology and Measurable Experiences
Part - III
Ubiquitous technology and measurable experiences
13. “Internet users ( per 100 people).” Grpminder.org.Gapminder, n.d. Web. 03 May 2010
Part - III
Ubiquitous technology and measurable experiences
14. “Internet users ( per 100 people).” Grpminder.org.Gapminder, n.d. Web. 03 May 2010
Part - III
Ubiquitous technology and measurable experiences
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. Ubiquitous technology and designable experiences
Part - IV
Ubiquitous technology and designable experiences
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. 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. G
E
N
S
D D
I E
Visible Measureable Analyzable
Part - II
Experiences shape people’s life
20. G
E
N
S
D D
I E
Designable
Part - II
Experiences shape people’s life
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. 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. 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. Conclusion
VI
Part - V
Conclusion
Design for meaningful experiences
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
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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.
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2010. Nate, Bolt. “Remote Design Research.” IxDA: Interaction Design Association. IxDA, 28
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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.
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