TOTAL EXPERIENCE explores designing for experience: its theory, its practice, and how designing for experiences affects us socially and in our personal lives.
YOUR T.E. CO-AUTHORS:
- Bob Jacobson
- Paula Thornton
Contact the TE Team
(NOTE: While we read all comments, we do not publish anonymous comments.)
About Your Authors
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 )
PAULA THORNTON says, "Understanding human behavior and designing interactions for human expectations are the means to achieve strategic differentiation. This is the focus of our discipline. It is not a Œnice 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 )
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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
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Monthly Archives
March 15, 2006
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Organized by Design
Nokia has 'regrouped' (supposedly 'all of') their design resources into one body.
The new global team will be responsible for the entire design process, from strategy and conceptualization to product development, for Nokia's complete portfolio of devices. This change will ensure Nokia is well-positioned to meet the future needs of its customers by offering industry-leading design and a superior user experience. The global unit combines teams in industrial design, user interface and interaction design, ergonomics, communications design, packaging design, colors & materials, sensorial technologies, consumer insight and design management.
Coming from a company that is often cited/researched as being successful due to their organizational design , this is clearly something to track over time and assess the corresponding success.
posted by Paula Thornton |
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March 13, 2006
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A Salute to Commander D. Michael Abrashoff
If there were more people like Navy Commander Abrashoff, we could either increase the demand for our work, or be put out of business altogether. The following quotes come from an April 1999 Fast Company article:
When you shift your organizing principle from obedience to performance, says Abrashoff, the highest boss is no longer the guy with the most stripes -- it's the sailor who does the work. 'I realized that my job was to listen aggressively -- to pick up all of the ideas that they had for improving how we operate. The most important thing that a captain can do is to see the ship from the eyes of the crew.'
The result of listening and taking corresponding action:
In fiscal year 1998, the Benfold returned $600,000 of its $2.4 million maintenance budget and $800,000 of its $3 million repair budget. The navy's bean counters slashed the ship's maintenance budget this year by exactly $600,000 -- yet Abrashoff expects the ship to return 10% of its reduced allotment.
The negative incentives for executing meaningful change reminds me of a comment frequently made by a friend: "No good deed goes unpunished."
posted by Paula Thornton |
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March 11, 2006
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FIRST MONDAY: Good reading on "Urban Screens," "Virtual Architecture"
First Monday, the excellent, international online journal about media and society, is featuring collections of articles on topics of interest to readers of TOTAL EXPERIENCE:
These issues contain evocative, scholarly, and passionate articles describing and critiquing the crossovers taking place today between the material and virtual, and objective and symbolic, worlds.
posted by Bob Jacobson |
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March 9, 2006
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Design and Architecture
Interviews discussing the impact of design and architecture on our lives are provided for the taking in a continuing series of "oncasts". A few teasers from the line-up:
"Housing prices have skyrocketed, and it's even more costly if you want to build a home that's modern and technically innovative. Several young architects have decided that factory-built homes are the answer."
"interior designer Madeline Stuart on what's really involved in making over someone's living space, and architectural historian Sylvia Lavin and psychologists Susan Painter and Connie Forrest on the therapeutic aspects of designing a home."
P.S. In listening to the latter piece it became clear to me that designing experiences in which one of the primary goals is 'being' (esp. a home), 'feelings' is an important element of consideration. While reference to 'feelings' is often included in experience design attributes, I believe that there are distinct considerations (e.g. relative importance, ranges of, intensity of) related to feelings in experience designs where 'doing' is the more predominant goal.
P.S. to P.S. Discovered this related piece in BusinessWeek: Prefab Homes Get Fabulous
posted by Paula Thornton |
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March 8, 2006
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Just Like an Ethnographer
Respected colleague Marc Rettig has a blog devoted to the evolution of the restoration of a grand Victorian, which has been endowed with the essence of a persona through the assignment of the name Ostara. Sprinkled with tiny hints of learning opportunities for our field, I was struck by this quote: "Advice: work with a contractor who loves old houses, and thinks the right way to work is to solve the problems on site rather than just build whatever the architect drew."
I could spin into at least a half-dozen paths as to the applicability of this to our work. I'll start with just this: the design is inherent to the work -- it lies waiting to be discovered, not all at once, but incrementally. One of our roles is that of 'investigator' -- to delicately uncover and unravel the various (and sometimes conflicting) 'truths' about the situation. Optimal design is born of constant discoveries and adaptations (not the same as a 'work-around').
posted by Paula Thornton |
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March 6, 2006
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Bad Design Dismissed and Ignored
"Product complaints and returns are often caused by poor design, but companies frequently dismiss them as 'nuisance calls,'...". A thesis study out of the Technical University of Enhoven also discovered, "The average consumer in the United States will struggle for 20 minutes to get a device working, before giving up, the study found." From Reuters report, "Complexity Causes 50% of Product Returns"
Let me take this moment to reiterate an important premise to those who insist on referring to the human element as a "user" — clearly a role-based title. Based on your premise, when an individual disengages and refuses to partake in a product, what role do you assign to them then?
March 8, 2006: Not to my surprise, someone contacted me directly, asking again why I have such an issue with the term "user". A few excerpts from my reply: "Our goal should not be one of use. Our goal is to get people down the path they want to go with the least effort possible. I'm not suggesting that there will be no 'interface'. I am suggesting that until we start thinking of the possibilities of working without one, we'll never begin to uncover new dimensions....as professionals we tend to overfocus on the digital world -- when the greatest potential of our craft goes underused in service design. Moreso in this space than in others the term 'user' is irrelevant....to TRULY represent the focus of the individual we have to make them the FOCUS -- the starting point of reference. Linguistically then, they 'use' a product, but they do so on a path in which the use of the 'thing' is subjected to their goal. The title associated to the individual should be one that reflects their goal, not their relationship to the 'thing' (which makes the 'thing' the center of focus)."
Today I also found a quote that illustrates this from another perspective: "We don't just use technology, they point out; we live with it." [source: Amazon review of book "Technology as Experience "]
posted by Paula Thornton |
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March 5, 2006
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Conflux 2006 Announcement
CONFLUX 2006 - September 14 - 17. 2006
Conflux is the annual New York City festival where visual and sound artists, writers, urban adventurers, researchers, and the public gather for four days to explore the physical and psychological landscape of the city.
Say hello to Brooklyn! In 2006, Conflux will be held in Brooklyn for the first time. McCaig-Welles Gallery in Williamsburg will serve as our headquarters, with events taking place in and around the gallery.
Conflux 2006 is produced by Glowlab, a collective that deals with the hidden (e.g., emotional) qualities of “community” (more to follow in a subsequent posting). It's curated by Glowlab and iKatun, a nonprofit organization focusing on art and community.
PROJECT SUBMISSION DEADLINE
10 April, 2006, 11:59pm EST
Visit the Conflux website for more details.
Thanks to Regine Debatty's We-Make-Money-Not-Art for the tip.
posted by Bob Jacobson |
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