Corante

TOTAL EXPERIENCE explores designing for experience: its theory, its practice, and how designing for experiences affects us socially and in our personal lives.

CO-AUTHORS

  • Bob Jacobson
  • Paula Thornton
  • BOB JACOBSON is fascinated by the experience of experience. A planner and technologist, Bob has a Ph.D. in Urban Planning & Design from UCLA. He's been a policy researcher, technology CEO, science writer, and consultant. As a Fulbright Scholar, he studied cellular telephony's impacts on transborder communities in the Nordic Arctic Circle. Bob edited Information Design (MIT Press 2000) and is now writing a book on the theory and practice of creating edifying, transformative experiences.
    ( Archive | Contact Bob )
    CORANTE PAULA THORNTON says, "Understanding human behavior (economics), optimizing interactions (design) and facilitating conversations (markets), are the means to achieve strategic differentiation. This is the focus of our discipline. It is not a 'nice to have'‚ and is not, like documentation once was, an afterthought. It is the means by which to start a strategic discussion and the means by which to drive a tactical initiative. All design should be evidence-based."
    ( Archive | Contact Paula ) >
    EXPERIENCE DESIGN:
    THE METAVERSE....

    CALENDAR OF EXPERIENCE DESIGN EVENTS
    (Courtesy of Mark Vanderbeeken, Experientia SpA, Torino)

    Experience Design Websites
    Core 77 Website & Forum
    Business Week|Innovate
    InfoD: Understsanding by Design
    The Wayfinding Place
    Wayfinding Focus
    Design Addict
    L-ARCH (Landscape Architecture Mailing List)
    DUX 2007 Conference
    NetDiver.Net
    DesignBoom
    Digital Thread
    Archinect
    Enmeshed, Digital Arts & New Media
    Ludology (Game Playing Theory)
    Captology, Persuasive Computing
    Space and Culture
    Raskin Center for Humane Interfaces
    timet (acoustical design)
    Steve Portigal, Ethnographer
    Jane McGonigal's Avant Game
    Ted Wells' living : simple
    PingMag (Japan)

    Experience Design Blogs
    Adam Greenfield's Speedbird
    Experience Designer Network (Brian Alger)
    SmartSpace: Annotated Environments (Scott Smith)
    Don Norman
    Doors of Perception (John Thackara)
    Karl Long's Experience Curve
    Work•Play•Experience (Adam Lawrence)
    The David Report (David Carlson)
    Design & Emotion (Marco van Hout)
    Museum 2.0 (Nina Simon)
    B J Fogg
    Lorenzo Brusci (acoustics)
    Cool Town Studios
    FutureLab
    Steve Portigal
    Debbie Millman
    MIT Culture Convergence Consortium
    Luke Wroblewski, Functioning Form|Interface Design
    Adam Richardson
    Putting People First (Paul Vanderbeeken/Experientia
    Laws of Simplicity (John Maeda)
    Challis Hodge's UX Blog
    Anne Galloways's Purse Lips Square Jaw
    Bruno Giussani's Lunch over IP
    Jane McGonigal's Avant-Game The Future of Work

    Experience Design Podcasts
    Ted Wells' living : simple Podcast
    Design Matters Podcast, Debbie Millman
    Icon-o-Cast Podcast, Lunar Design

    Experience Design Firms and ED-Oriented Manufacturers
    Barry Howard Limited
    Hilary Cottam
    LRA Worldwide, Inc.
    BRC Imagination Arts
    Stone Mantel
    Experientia s.r.l
    Nokia
    Herman Miller
    Steelcase
    IDEO
    Cooper Interactive Design
    Gensler
    Doblin Group
    Fitch
    Fit Associates
    Jump
    Strategic Horizons LLC (Joe Pine & Jim Gilmore)
    Cheskin Fresh Perspectives

    Education and Advocacy
    Centre for Design Research, Northumbria University (UK)
    Center for Design Research, Stanford University
    International Institute of Information Design (IIID)
    Design Management Institute
    AIGA DUX
    Interaction Institute IVREA
    Design Research Institute (UK)
    UC Berkeley Center for Environmental Design Research
    History of Consciousness, UCSC
    Design News Magazine
    Society for Environmental Graphic Design (SEGD)
    Design Museum London
    Center for Sustainable Design
    Horizon Zero, Digital Arts+Culture in Canada
    Design Council UK
    First Monday

    Total Experience on Technorati
    Technorati Profile

    Get Camino!
    In the Pipeline: Don't miss Derek Lowe's excellent commentary on drug discovery and the pharma industry in general at In the Pipeline

    Total Experience

    « "Manifesto for an Unblinkered Landscape Architecture" | Main | What Makes People Happy? »

    November 29, 2004

    Over-Design

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    Posted by Bob Jacobson

    children.jpgThe New York Times Magazine's special "Design 2004" issue (11/28/04) raises profound questions about experience design and how good is too good.

    This issue is dedicated to design for children. A dozen articles describe one exciting experience design project after another...but connecting all the dots, the reader is left with the impression that a child's life is no longer his or her own. So intensely is daily experience designed, from marketing to prams to playground sets and lunch boxes -- even a child's ability to play sports!! What's left to discover?

    The Times' redoubtable design writer, Ann Hulbert, describes the especially poignant condition of designed-for teens, who are already in the throes of trying to understand what about their world and themselves is genuine and what's not.

    consumerism.jpgFortunately, kids are resilient and inventive: they'll find the interstices where design leaves off and serendipity is in order. But adults for the most part aren't so creative. We can muse about the condition of our children and emerging adults, but what about us? There are no design ombudsmen to advocate for and defend adult victims of over-design, the pernicious effects of which one sees all too often as fads and collective bad judgment.

    040304_kerry_bush_hmed2p.jpgFor example, the recent US presidential election, whichever side you were on, was a massive case of over-design, neglecting the authentic needs of real Americans as expressed through grassroots organizations largely neglected by the established party bureaucracies. Experience designers (marketers, TV producers, pollsters, guerrilla political activists, the 527-funded media developers) ran rampant. Can anyone say the results were good? That America stands stronger and more united as a result? Hardly.

    If our fundamental machinery for governance can be so misused, what about lesser social processes: fashion, home-design, social infrastructure, education, self-imagery? Championing experience design doesn't relieve one of the ethical charge to see its power used wisely. Maybe one of the reasons why experience design hasn't been clearly delineated is the freedom that invisibility gives its practitioners to not worry much about ethical canons. That there are no canons of ethical experience design screams with a loud silence.

    Images: Oregon State U. (children), Clay Towne (cartoon), MSNBC (politicos)

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