This document summarizes scenarios created for a communications company to envision potential experiences within 3-5 years. The scenarios were set in European cities and described episodes in the lives of 3 persona profiles. They featured how a portfolio of products and services could integrate across areas of life like home, travel, work and leisure. The scenarios were meant to spark discussion, not prescribe the future, and informed strategic planning around customer value propositions and roadmaps.
This document outlines the methodology for a thesis research project. It discusses researching collective intelligence and how mobile technologies can enable collaboration. It presents initial research questions and reviews similar projects involving citizen sensors, crowd-sourcing, and social networking. An initial tip jar prototype aimed to encourage idea sharing but was not very successful, highlighting lessons about needing incentives and specific goals. The document proposes designing cultural probes and a next prototype involving documenting tasks in a city to further the research.
What We Talk About When We Talk About Navigation (IA Conf 2019)Andrew Hinton
- The document discusses how the term "navigation" has come to narrowly refer to menus on screens, but navigation actually refers to how people navigate and understand their entire environment.
- It argues that as professionals, we should think of navigation more broadly as how people perceive and act in an environment to understand it and meet their needs, rather than just focusing on menus.
- We are designing for people's entire lives and ecosystems, not just individual screens, so we need to consider how people navigate complex, multi-screen systems and understand underlying meanings and relationships.
Green Map is a mapping project that charts sustainable and green resources in local communities. It began in 1995 and has now spread to over 470 communities across 50 countries. The maps identify and promote green living sites, nature areas, social and cultural resources using a set of globally designed icons. Most maps are created by local volunteers and focus on that community. The Green Map System provides tools and resources to support these local mapping projects. It is launching a new online platform called Open Green Map to allow communities to more easily create and share maps online to promote sustainability.
Green Map System is a global movement that engages communities to create locally designed maps that chart sustainable living resources. Over 460 communities in 50 countries have created Green Maps using a set of 170 standardized icons. The maps are used to promote green living, build community networks, and encourage sustainable development. Green Map System is launching an online OpenGreenMap platform to make map creation more accessible and allow maps to be easily updated and shared globally.
Devign Intervention: Explaining the Power of the Integratormicrosoftdesign
Rochelle Benavides leads the Experience Development team for the Microsoft Entertainment Experience Group. Her user-interface design contributions span the multiscreen product offering of the Entertainment and Devices division. She is also influencing next-generation user-interface development platforms and tools in support of cross-division design initiatives.
The document provides an outline for a workshop on coping with trying to make a living. It includes activities to:
1) Understand different types of personas of young people trying to make a living through introducing imaginary stories and scenarios.
2) Describe the journey of coping through creating citizen journey maps.
3) Brainstorm creative ways to make a living and effects of different work situations on attitudes by creating system maps, support cards, and actor maps.
End study project: Collaborative consumption and neighborhoodsMickaël Denié
This document proposes a service called Shikumen to build trust and encourage sharing between neighbors living in apartment buildings. The service would allow people to (1) connect with neighbors, (2) exchange services with one another, and (3) boost social relationships in their district. It includes mockups of the user interface and discusses how the service could be developed and funded. The goal is to recreate the spirit of traditional Shikumen neighborhoods in Shanghai and foster community through an online platform and offline sharing.
This document outlines the methodology for a thesis research project. It discusses researching collective intelligence and how mobile technologies can enable collaboration. It presents initial research questions and reviews similar projects involving citizen sensors, crowd-sourcing, and social networking. An initial tip jar prototype aimed to encourage idea sharing but was not very successful, highlighting lessons about needing incentives and specific goals. The document proposes designing cultural probes and a next prototype involving documenting tasks in a city to further the research.
What We Talk About When We Talk About Navigation (IA Conf 2019)Andrew Hinton
- The document discusses how the term "navigation" has come to narrowly refer to menus on screens, but navigation actually refers to how people navigate and understand their entire environment.
- It argues that as professionals, we should think of navigation more broadly as how people perceive and act in an environment to understand it and meet their needs, rather than just focusing on menus.
- We are designing for people's entire lives and ecosystems, not just individual screens, so we need to consider how people navigate complex, multi-screen systems and understand underlying meanings and relationships.
Green Map is a mapping project that charts sustainable and green resources in local communities. It began in 1995 and has now spread to over 470 communities across 50 countries. The maps identify and promote green living sites, nature areas, social and cultural resources using a set of globally designed icons. Most maps are created by local volunteers and focus on that community. The Green Map System provides tools and resources to support these local mapping projects. It is launching a new online platform called Open Green Map to allow communities to more easily create and share maps online to promote sustainability.
Green Map System is a global movement that engages communities to create locally designed maps that chart sustainable living resources. Over 460 communities in 50 countries have created Green Maps using a set of 170 standardized icons. The maps are used to promote green living, build community networks, and encourage sustainable development. Green Map System is launching an online OpenGreenMap platform to make map creation more accessible and allow maps to be easily updated and shared globally.
Devign Intervention: Explaining the Power of the Integratormicrosoftdesign
Rochelle Benavides leads the Experience Development team for the Microsoft Entertainment Experience Group. Her user-interface design contributions span the multiscreen product offering of the Entertainment and Devices division. She is also influencing next-generation user-interface development platforms and tools in support of cross-division design initiatives.
The document provides an outline for a workshop on coping with trying to make a living. It includes activities to:
1) Understand different types of personas of young people trying to make a living through introducing imaginary stories and scenarios.
2) Describe the journey of coping through creating citizen journey maps.
3) Brainstorm creative ways to make a living and effects of different work situations on attitudes by creating system maps, support cards, and actor maps.
End study project: Collaborative consumption and neighborhoodsMickaël Denié
This document proposes a service called Shikumen to build trust and encourage sharing between neighbors living in apartment buildings. The service would allow people to (1) connect with neighbors, (2) exchange services with one another, and (3) boost social relationships in their district. It includes mockups of the user interface and discusses how the service could be developed and funded. The goal is to recreate the spirit of traditional Shikumen neighborhoods in Shanghai and foster community through an online platform and offline sharing.
Language is Infrastructure for InteractConf London 2014Andrew Hinton
I had the pleasure of speaking at Interact London in October 2014. I presented an updated version of this talk, which I originally gave at IA Summit earlier in the spring. The talk is based on content from my book, Understanding Context. You can read more about it at http://contextbook.com.
In this version, I have updated the way I'm talking about how language works as environment: instead of 'semantic affordance' I'm now calling it 'semantic function.' (Which is in keeping with how it's now being described in the book.)
G.Lupi, G. Rossi, Design as an information process,Giorgia Lupi
The document summarizes a public services plan developed for the municipality of Milan over 3 years. It involved listening to citizens, monitoring media, and holding over 150 public meetings. The plan focused on a new model for delivering services through a quasi-market approach and continuous monitoring process rather than static planning. Key aspects included hearing citizen needs, supporting private services that address needs efficiently, and continuously refining the plan based on updated information.
Urban theory states that people exist in three social constructs: home, work, and community. THRDPLACE is a platform that empowers people to be changemakers in their community by starting projects, crowdsourcing funds/volunteers, and mobilizing community support. Nona Evans used THRDPLACE to organize a local arts festival more efficiently. As a result, Whole Foods will now manage over 5,000 community projects on THRDPLACE. THRDPLACE currently has $50,000 in revenue from subscription users and partnerships with organizations like United Way to activate communities.
Designing Guest Experiences to Take Advantage of Social Media (NOV 2010)Dave Cobb
David Cobb, Sr. Creative Director from Thinkwell Group, led a discussion at IAAPA Expo 2010 about the burgeoning use of social media tools in themed-entertainment environments. Guest panelists included Susan Bonds (42 Entertainment), Greg Maletic (Wishing Stars app), Jeff Voris (Disney Parks & Resorts Online) & Gabe Zichermannn (Gamification Co.).
Much of the discussion about user experience design is focused on use, but there are additional issues to consider. In particular, issues of meaning. John will present the concept of Cultural Affordances—qualities of objects that help people to understand through the frame of their own past experience—and discuss the ways that we as designers can use cultural affordances to more effectively design for our audience.
E design affordance theory-mental modelsDavid Engelby
The document discusses key concepts from affordance theory including Gibson's work on affordances and invariant/variant environments. It explains that affordances refer to relationships between perception and possible actions. Objects can be invariant if their properties are consistent, or variant if new information is introduced. The document also discusses applying these concepts to user interface design, including the need to match a design's challenges and interactivity to users' skills to create a state of flow.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Presentation as part of the Barcelona Design Week conference 2009, “Design history of creating Vodafone 360”. Willem Boijens, Senior User Experience Manager of Vodafone and German Leon, User Experience Manager of Vodafone, Düsseldorf
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.
Modern Experience Design for MIMA - Minnesota Interactive Marketing AssociationZeus Jones
On Wed, March 21 Adrian Ho gave a presentation for Minnesota Interactive Marketing Association's monthly event. The response was super positive, so we thought we'd make the deck available to folks who weren't able to attend!
While delivering experiences has become more critical for brands; changes in technology and culture are reshaping the landscape for how, where and when those experiences can be delivered. This is a practical guide (backed by light theory and example) of how to plan and design modern brand experiences.
Elastic Learning Network - Let's Get Started - MelbourneBrendan O'Keefe
Play, Learn, Tinker, Teach, Create, Make, Share
Elastic Learning Network is a next generation learning network in Melbourne.
Assisted by a Community Engagement Manager, a community of designers, educators, youth workers, mentors, parents and subject matter experts collaborate within this network. They partner with libraries, museums, galleries, youth services, schools, universities and community organisations. These organisations and individuals seek to explore new and improved ways to work together, share resources and design integrated learning experiences in and around Melbourne.
The document summarizes work done by a futures thinking group on trends in media and entertainment. The group identified trends like technology as a human extension, living and creating virtual realities, and senses technologies. For each trend, the group described the change, driving forces, how it affects people and consumption, and the speed and coverage of the trend. The work was done by gathering online information and having workshops to categorize and evaluate the trends. The group found it challenging to prioritize the trends but found the topic very interesting.
Netfilmmakers were given the opportunity to arrange a one-day workshop for students at the Hyper Island Media School in Karlskrona, Sweden. The chosen theme was Digital Emotionality and creative, collaborative use of Social Media Networks. August 26, 2009.
Rebranding Athens: The ABC and Agora Project.SmartCitiesTeam
The ABC and Agora Project is SmartCitiesTeam's value proposition for Athens Rebranding. Get on board!
Athens CoCreation Branding Project
Panteion University Of Social And Political Sciences
Department of Communication, Media and Culture
MA in Cultural Management
Course: Cultural Marketing and Communication
Course Instructor: Betty Tsakarestou, Assistant Professor and Head of Advertising and Public Relations Lab
The document discusses the evolving nature of user experience design and co-creation. It notes that experiences are now designed in real-time across multiple devices and platforms, and that social sharing of experiences is common. This has increased the complexity of user experience design. The document advocates for an approach of co-creation where designers, users, and other stakeholders collaborate throughout the design process. It also discusses some challenges of co-creation such as maintaining simplicity and objectivity.
The document provides an overview of Jennifer Sukis' background and experience in art direction, visual design, brand communications, and design education. It summarizes several of her past projects including redesigning the QuickBooks user interface for Intuit, developing a new visual design language for AT&T, and leading an experience platform strategy for Chase Freedom credit cards.
Co-creating the User Experience - Kshitiz Anand STC India UX SIG
The document discusses the rise of co-creation in designing user experiences. It notes that as the world has become more connected through social networks and mobile devices, everyone can now contribute to design. Co-creation frameworks emphasize having an experience mindset, understanding context, providing engagement platforms, and building network relationships. Challenges include maintaining quality, managing identity and privacy issues, and ensuring objectivity. However, co-creation also allows for faster design, lower costs, and empowering more people. The conclusion calls all co-creators the "new Solomons" in shaping experiences together across devices and platforms.
The document provides an overview of global trends in communication design and related fields. It discusses trends in areas like graphic design, film, animation, experience design, interactive media and more. Some key trends highlighted include a shift to mobile and personalized experiences, focus on storytelling and sustainability, integration of social media and technology, and demand for modular and responsive design. The document also shares statistics on growth rates in the communication design industry globally and emphasizes the need for interdisciplinary, anticipatory and agile design education and training.
2020 Social Five Reasons Why Business Is Social2020 Social
This document introduces 2020 Social, a social media consulting firm. It discusses how business has become social and outlines five reasons why: consumer generated content, conversations, collaboration, community, and collective intelligence. 2020 Social helps clients build and nurture online communities to catalyze innovation, drive loyalty and advocacy through these social approaches. It provides brief bios of the managing directors and consultants.
Language is Infrastructure for InteractConf London 2014Andrew Hinton
I had the pleasure of speaking at Interact London in October 2014. I presented an updated version of this talk, which I originally gave at IA Summit earlier in the spring. The talk is based on content from my book, Understanding Context. You can read more about it at http://contextbook.com.
In this version, I have updated the way I'm talking about how language works as environment: instead of 'semantic affordance' I'm now calling it 'semantic function.' (Which is in keeping with how it's now being described in the book.)
G.Lupi, G. Rossi, Design as an information process,Giorgia Lupi
The document summarizes a public services plan developed for the municipality of Milan over 3 years. It involved listening to citizens, monitoring media, and holding over 150 public meetings. The plan focused on a new model for delivering services through a quasi-market approach and continuous monitoring process rather than static planning. Key aspects included hearing citizen needs, supporting private services that address needs efficiently, and continuously refining the plan based on updated information.
Urban theory states that people exist in three social constructs: home, work, and community. THRDPLACE is a platform that empowers people to be changemakers in their community by starting projects, crowdsourcing funds/volunteers, and mobilizing community support. Nona Evans used THRDPLACE to organize a local arts festival more efficiently. As a result, Whole Foods will now manage over 5,000 community projects on THRDPLACE. THRDPLACE currently has $50,000 in revenue from subscription users and partnerships with organizations like United Way to activate communities.
Designing Guest Experiences to Take Advantage of Social Media (NOV 2010)Dave Cobb
David Cobb, Sr. Creative Director from Thinkwell Group, led a discussion at IAAPA Expo 2010 about the burgeoning use of social media tools in themed-entertainment environments. Guest panelists included Susan Bonds (42 Entertainment), Greg Maletic (Wishing Stars app), Jeff Voris (Disney Parks & Resorts Online) & Gabe Zichermannn (Gamification Co.).
Much of the discussion about user experience design is focused on use, but there are additional issues to consider. In particular, issues of meaning. John will present the concept of Cultural Affordances—qualities of objects that help people to understand through the frame of their own past experience—and discuss the ways that we as designers can use cultural affordances to more effectively design for our audience.
E design affordance theory-mental modelsDavid Engelby
The document discusses key concepts from affordance theory including Gibson's work on affordances and invariant/variant environments. It explains that affordances refer to relationships between perception and possible actions. Objects can be invariant if their properties are consistent, or variant if new information is introduced. The document also discusses applying these concepts to user interface design, including the need to match a design's challenges and interactivity to users' skills to create a state of flow.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Presentation as part of the Barcelona Design Week conference 2009, “Design history of creating Vodafone 360”. Willem Boijens, Senior User Experience Manager of Vodafone and German Leon, User Experience Manager of Vodafone, Düsseldorf
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.
Modern Experience Design for MIMA - Minnesota Interactive Marketing AssociationZeus Jones
On Wed, March 21 Adrian Ho gave a presentation for Minnesota Interactive Marketing Association's monthly event. The response was super positive, so we thought we'd make the deck available to folks who weren't able to attend!
While delivering experiences has become more critical for brands; changes in technology and culture are reshaping the landscape for how, where and when those experiences can be delivered. This is a practical guide (backed by light theory and example) of how to plan and design modern brand experiences.
Elastic Learning Network - Let's Get Started - MelbourneBrendan O'Keefe
Play, Learn, Tinker, Teach, Create, Make, Share
Elastic Learning Network is a next generation learning network in Melbourne.
Assisted by a Community Engagement Manager, a community of designers, educators, youth workers, mentors, parents and subject matter experts collaborate within this network. They partner with libraries, museums, galleries, youth services, schools, universities and community organisations. These organisations and individuals seek to explore new and improved ways to work together, share resources and design integrated learning experiences in and around Melbourne.
The document summarizes work done by a futures thinking group on trends in media and entertainment. The group identified trends like technology as a human extension, living and creating virtual realities, and senses technologies. For each trend, the group described the change, driving forces, how it affects people and consumption, and the speed and coverage of the trend. The work was done by gathering online information and having workshops to categorize and evaluate the trends. The group found it challenging to prioritize the trends but found the topic very interesting.
Netfilmmakers were given the opportunity to arrange a one-day workshop for students at the Hyper Island Media School in Karlskrona, Sweden. The chosen theme was Digital Emotionality and creative, collaborative use of Social Media Networks. August 26, 2009.
Rebranding Athens: The ABC and Agora Project.SmartCitiesTeam
The ABC and Agora Project is SmartCitiesTeam's value proposition for Athens Rebranding. Get on board!
Athens CoCreation Branding Project
Panteion University Of Social And Political Sciences
Department of Communication, Media and Culture
MA in Cultural Management
Course: Cultural Marketing and Communication
Course Instructor: Betty Tsakarestou, Assistant Professor and Head of Advertising and Public Relations Lab
The document discusses the evolving nature of user experience design and co-creation. It notes that experiences are now designed in real-time across multiple devices and platforms, and that social sharing of experiences is common. This has increased the complexity of user experience design. The document advocates for an approach of co-creation where designers, users, and other stakeholders collaborate throughout the design process. It also discusses some challenges of co-creation such as maintaining simplicity and objectivity.
The document provides an overview of Jennifer Sukis' background and experience in art direction, visual design, brand communications, and design education. It summarizes several of her past projects including redesigning the QuickBooks user interface for Intuit, developing a new visual design language for AT&T, and leading an experience platform strategy for Chase Freedom credit cards.
Co-creating the User Experience - Kshitiz Anand STC India UX SIG
The document discusses the rise of co-creation in designing user experiences. It notes that as the world has become more connected through social networks and mobile devices, everyone can now contribute to design. Co-creation frameworks emphasize having an experience mindset, understanding context, providing engagement platforms, and building network relationships. Challenges include maintaining quality, managing identity and privacy issues, and ensuring objectivity. However, co-creation also allows for faster design, lower costs, and empowering more people. The conclusion calls all co-creators the "new Solomons" in shaping experiences together across devices and platforms.
The document provides an overview of global trends in communication design and related fields. It discusses trends in areas like graphic design, film, animation, experience design, interactive media and more. Some key trends highlighted include a shift to mobile and personalized experiences, focus on storytelling and sustainability, integration of social media and technology, and demand for modular and responsive design. The document also shares statistics on growth rates in the communication design industry globally and emphasizes the need for interdisciplinary, anticipatory and agile design education and training.
2020 Social Five Reasons Why Business Is Social2020 Social
This document introduces 2020 Social, a social media consulting firm. It discusses how business has become social and outlines five reasons why: consumer generated content, conversations, collaboration, community, and collective intelligence. 2020 Social helps clients build and nurture online communities to catalyze innovation, drive loyalty and advocacy through these social approaches. It provides brief bios of the managing directors and consultants.
The document discusses the evolving landscape of smart objects and the Internet of Things. It covers several topics:
- Smart objects are becoming more intelligent, able to sense their environment, communicate with each other and users, and act proactively. They are part of interconnected ecosystems.
- Technology trends that are shaping smart objects include increased sensors, connectivity between devices, self-awareness, pattern recognition, augmented reality, and big data.
- User needs around smart objects include emotional comfort, awareness, managing time efficiently, identity expression, and maintaining privacy amid more connected devices.
2015 is on the edge between cloud computing and the Internet of Things era. Being connected is the natural state of mind for any smart object.
In fact, adding a personality to a digital product or connecting an already digital object to the Internet of Things provides a range of opportunities for business - very tempting for companies looking to bring their goods and services even closer to the needs of their customer base.
Placing an object in a pocket, in a car, on a desktop or in customers’ homes means building a personal, bi-directional, “always-on” communication channel.
-
Design Group Italia has been around since 1968 helping companies design and innovate their physical products.
The document discusses emerging trends in smart objects and the Internet of Things. It describes how objects are becoming more intelligent through new sensing, connectivity, and data analysis capabilities. This allows objects to become more active, proactive, and able to communicate with each other and users in new ways. The trends discussed include objects forming interconnected ecosystems; new interaction methods like voice, gesture and eye tracking; self-awareness through health and activity monitoring; and pattern recognition capabilities. The document advocates for a human-centered approach to ensure these smart technologies actually create value for users.
The document discusses the rise of smart objects and the Internet of Things. It covers how objects are becoming more intelligent and able to sense their environment and communicate with other connected devices and systems. This represents a shift from isolated products to interconnected ecosystems. The document also addresses several technology trends driving this evolution, such as augmented reality, big data, and new interaction methods like voice and gesture control. Finally, it discusses how these changes influence user needs like emotional comfort, awareness, time management and identity expression.
La rilevanza è stato il tema trattato durante la terza edizione del Products Day di Accenture, The Age of Relevance, tenutosi il 29 maggio 2019 presso l'Accenture Customer Innovation Network di Milano #ACINMilan. Nella sua presentazione, Mark Curtis, Co-Founder e COO di Fjord, ha illustrato il concetto di rilevanza, nell’era in cui i dati, lo spazio e i mercati sono costruiti intorno alle persone.
Similar to Willem boijens portfolio spatial ui 11.12.2010 (20)
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses emerging technologies and their applications across several domains:
- New ways of capturing and analyzing large amounts of data through sensors, wearables, and algorithms to derive meaning and insights.
- Examples include contextual imaging, advanced data visualization, and mining large datasets.
- New interfaces and form factors for interacting with information, including gestural control, thought interfaces, augmented reality, and 3D printing.
- Applications that facilitate collaboration, sharing information, and publishing content in social, mobile contexts through projects, activities, and interest-based networks.
- Connecting physical things through technologies like IoT, M2M, and RFID to create intelligent systems and provide new information services.
This document summarizes presentations given in 2010 for various organizations on topics related to design, marketing, and innovation.
The presentations explore concepts like "Hypersense", "Lagom", and "Serious play" in relation to formats and consumption. They discuss designing for "flux", "drift", and "transience" in an environment of impermanence.
One presentation outlines developing a portfolio based on people, content, place and time. Another discusses morphing capabilities to work with new materials and technologies and designing for dynamic capacities.
The document discusses the benefits of meditation for reducing stress and anxiety. Regular meditation practice can help calm the mind and body by lowering heart rate and blood pressure. Studies have shown that meditating for just 10-20 minutes per day can have significant positive impacts on both mental and physical health over time.
This document discusses transforming design through flux, drift, transience, fusion, and fabric. It explores how reading organizational dynamics can help dose transformation efforts and create opportunity spaces for generating and exchanging value through design that accounts for impermanence and local situations. The goal is shaping a portfolio of meaningful manifestations through a design approach that considers systems as holistic and balanced.
This document discusses various concepts related to architecture, design, and community including local situations, behaviors, services, social aspects, sustainability, and organizational principles. It touches on ideas like manifestations, nodes, value, stages, talent, equity, and citizenship within the context of design.
This document outlines opportunities for future value by exploring scenarios at the edges of future experiences. It discusses concepts like hypersense, lagom, serious play, pure living and casual work as formats for consumption in areas like fitness, food, fashion, wellness, travel and productivity. It suggests developing a sensitivity for non-conformal scenarios by reflecting on how current scenarios succeed or fail and what needs to change, with impermanence and transience as drivers for design.
The document discusses designing connected experiences for users across multiple network connections and devices while maintaining a pure user experience. It notes that today's experience economy is shaped by reputation and curated conversations on social media. It also discusses building virtual representations of people, places, and things using data, emotions, and other information to signal new opportunities through technology. Extraordinary architectures are needed to develop new experience platforms that can inspire people and the creation of new products and services.
The document discusses embedding design DNA in companies through transformation. It does this through two strands - people and positioning/process. For people, the summary focuses on building a diverse and talented team, including virtuosos, and encouraging independence and communication. For positioning/process, the summary notes they are linked, with positioning triggering transformation and continuously impacting the process. The overall goal is embedded, transformational design through these two strands working together.
2. + scenario’s
This work created future scenarios that might
be explored in more detail in the future.
Seen through the eyes of 3 fictious characters
based on the customer segmentation.
Scenarios are set in major European
metropolitan areas and describe short
episodes in the lives of these personas,
spanning across a number of days of their
lives.
Featuring how a portfolio of products and
services can be integrated and play together
in the context of people’s home, travel, work
and leisure time.
The demos are not meant to be prescriptive
of the future, rather a compelling vision to
spark discussion.
The project was conducted in autumn 2006 at
the inauguration of the concept development
team.
It’s outcome put strategic design on the map
as a strategic asset for the business and
influenced the build of customer value
propositions and product roadmaps for the
years to come.
3.
4. Total Communications
The brief for this initiative was to
synthesize a design approach that shall
manifest the group strategy, ‘We will be
the communications leader in an
increasingly connected world’, into future
experiences within 3-5 years.
‘Weak signals’ that characterised the
opportunity space, e.g. mobilisation of
web 2.0, leveraging customer base and
network capabilities, the drive to
humanise technology, were identified
and investigated.
A ‘design statement’ was introduced as
a novelty in the debate, which firmly
positioned design as a stakeholder in
strategic development and decision
making.
The statement was published internally
in 2007 and presented to the Executive
Committee.
It laid the foundation for the company to
embark on a strategic programme,
codenamed ‘Now +’ and was used as
the strategic design reference
throughout.
5. CONTENT
Everything's that’s available
Stuff I could like
Shared stuff
MY STUFF 1 year ago
1 month ago
1 week ago
SPACE HERE NOW TIME
My neighborhood
My city
FRIENDS
The world
Colleagues
People I’ve met
Others like me
PEOPLE
6.
7.
8. After releasing the total communication
statement a strategic design team was briefed to
ideate a device experience able to claim it’s own
category, amongst competitors like Apple, RIM,
Nokia, Palm, Microsoft, Google.
Build around a ‘me’-centric model with your
active network grouped around you. Pushing
navigation and visualisation paradigms into a
spatial, immersive experience.
All-in-all creating a connected and alive
experience that ignited a brand refresh, now
known as ‘power to you’.
The experience prototypes as a result of this
work were instrumental in building the confidence
within the company to move from programme to
building a business function to productise the
offer in full scale.
9.
10.
11.
12.
13.
14. ‘Gravity’ navigation, moving objects
around in space by tilting the device,
Unfold flower-powered (sub) menu’s
Swipe frame to perform additional
navigation tasks, e.g. scroll up/down,
zoom in/out, move left/right
‘Viewfinder’, projects augmented data Periscope
on camera view, e.g. geospatial, camera/projector
contact, objects
3D touch ‘shadow’ navigation
Gestural controls, e.g. send message
directly to specific contact
Immediately capture information with a
single key press, e.g. photos, places, ‘Active edge’
contact, product info, bookmarks notifications
Roller key
‘Squeeze’ edges of the device to
to aid/accelerate touch
invoke software interaction, read
biometric information
14
15.
16. LQID
During the autumn of 2008 a
strategic design piece was conducted
focussing on visualisation strategies
for large amounts of archived data
from the lifetimes of users.
Providing answers how to visualise
memorable, emotional, behavioural,
relationship, and activity data of
users (communication, content,
activities logs). Using organic,
contextual, dynamic data and
desktop metaphors.
The work generated innovative
visualisation concepts/strategies,
developed a vision for the future of
visualisation of large datasets and
conceptualised new interaction
paradigms.
Featuring concepts like LifeStream
and Golden layer. Introducing
condensation, magnetism and
forgetting data as behavioral aspects
of data visualisation.
Autumn 2008
17.
18. 2012
The aim for this design sequel has
been to foresee ways to how people
will Interact with their environment in 3-
5 years as part of a wider future
experiences programme.
Constantly scouting for ‘weak signals’
of innovation at the edge of where
culture is build, through coolhunting
and co-creation, in mature as well
emerging markets.
Building themes like the ‘NewMe’, ‘We
are all value creators’, ‘Zero privacy’,
‘HyperSense’ as a basis for writing a
series of utopian/dystopian scenarios.
Trying to grasp opportunities within and
across the dynamics of the value
chains of enhanced communication &
self-expression, adaptive architecture,
mobility & energy as a service.
Ultimately branching off into various
design streams to conceptualise
concepts for devices, automotive,
housing, fashion, food, retail,
advertising, events.
Conducted during 2008-09
22. Today’s experience economy floats on reputation,
shaping post-crunch brands,
curating a new type of conversation.
Signaling unique opportunities.
Building an alter-ego of people, places and things,
consisting of states, situations, emotions & sensations.
Delivered through technology,
with data as the oil in the machine,
and the world as it’s scene.
These experiences need extra-ordinary architectures,
to develop out-of-the-ordinary experience platforms,
that win the hearts and minds of people,
and inspire the making of new products & services.
Willem JH Boijens
willemboijens@gmail.com
@willemjhboijens
+31654788941
Editor's Notes
Dynamic grids Impact on hardware/interface/network services? Practical advise: Have the network manage it’s capability through dynamic/meshed structures rather than a fixed grid Introducing ‘ad-hocness’, signalling/negotiation of opportunities, perception of ‘seamlessness’ rather than ‘coverage’ Seeking novel ways to visualise spatial references, schematics beyond geographical information (eg map) eg density, heat maps
Concept architecture
Taxonomy Social dynamics change the game of experience design Aggregation Dynamics, ad-hoc structures, e.g. like-minded, mutual interests, location, frequency and type of activity, and intimacy Large quantity information display, visualisation of inter-connections and relationships Practical advise: Construct taxonomy of interrelationships as reference for design context * know the details of each component * acknowledge the boundaries of the system as you've defined it, * then realise those boundaries are totally subjective * so be acutely aware of activity that lies outside them
At the edge of a new era of interface design? Data goes spatial Diverging dimensions of data Semi-automated tagging of data points From data points to data structures Practical advise: Explore meaningful interrelationships in data repositories – people, content, time & place
Float (social) Currencies: Micro-/self branding Self-expression Reputation Practical advise: Immerse yourself in cultural movements Learn how to design for value creators
Dynamic grids Impact on hardware/interface/network services? Practical advise: Have the network manage it’s capability through dynamic/meshed structures rather than a fixed grid Introducing ‘ad-hocness’, signalling/negotiation of opportunities, perception of ‘seamlessness’ rather than ‘coverage’ Seeking novel ways to visualise spatial references, schematics beyond geographical information (eg map) eg density, heat maps