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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
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(NOTE: While we read all comments, we do not publish anonymous comments.)

About Your Authors
CORANTE 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 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 ) >
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

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November 5, 2007

DUX 2007: A great conference, but fundamentally off the mark

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Posted by Bob Jacobson

Dux07 The DUX 2007 conference begins today in Chicago. Thematically, content-wise, and in terms of approach, this is the consummate conference on cutting-edge design. The speakers are top-notch, too. If I could, I'd be there. But ideologically, DUX is discomforting. For all its virtues, DUX embodies a set of values that, while commendable, are incomplete and off-kilter.

Despite its aspiration to be universal, DUX remains user-centric, not human-centric. And experience, inherently and essentially, is human and thus, holistic.

DUX stands for “Designing for User Experience.” It's the "user" part that continues to annoy me, while others seem blithe to its portent. According to Wikipedia, (quoting sage designer Don Norman's 1999 book, Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex and Information Appliances Are the Solution):

"User experience design is a subset of the field of experience design which pertains to the creation of the architecture and interaction models which impact a user's perception of a device or system. 'The scope of the field is directed at affecting all aspects of the user’s interaction with the product: how it is perceived, learned, and used.' "

200711051709 Designing for experience is about holism, understanding and working with the totality of human experience. “A user's perception of a device or system” seems a peculiarly narrow niche in which to ply one's experience design skills. Of course, it's important: devices and systems are what drive the machinery of commerce and government, and even how we as consumers conduct ourselves at home and in leisure time. But so mechanistic a conception of the human being is antithetical to our knowledge of how people holistically perceive, think, act, and experience their lives. Maybe that's why Don himself on more than one public occasion has eschewed the term he invented, “user experience design,” advising that we'd be better off without the “user.”

DUX could more realistically portray the challenges facing experience designers, and champion their successes, by replacing “user” with “human” and thereby symbolically and practically opening the conference to a wider audience of designers and composers of experience.

(BTW, I'm not reactive to the use of “user” in all R&D contexts: I'm about to take part in a multiyear, overseas study of “user-driven innovation” that aims to understand and enhance this innate human capacity. In this context, "user-driven" makes sense. Innovation by design is instrumental and goal-oriented. Innovation serves. But experience happens.)

This isn't a trivial matter. Many of the presenters at DUX are willing to generalize beyond the scope of device and system development. This attempt to apply mechanistic theories best suited to things and systems to the larger world of human affairs can and likely will breed skepticism and perhaps even resistance to design for experience. The backlash against “social engineering,” a counterpart to DUX once advocated by structural-functionalist social scientists in the 1950s and 1960s could easily be repeated in our own time, especially since so many designs for experience fail in important settings at crucial moments.

A potential reason why DUX and its organizers and participants haven't grasped this relationship may be that they haven't a long history in the work they do or sufficient familiarity with the scholarly study of experience. Perhaps it's a function of the organizing process, but it appears to me that with only a few exceptions, most of the speakers and workshop leaders -- and I suppose, attendees -- appear to be shy of 40 years of age. That means they would have been born sometime after 1967, when systemic thinking was king and every person was treated as a cog in some larger device; and that they came of age in the mid-80s or later, as information technology was replacing systems as the predominant archetypal metaphor. The inclusion of Harper's and The Huffington Post's
Thomas de Zengotita within DUX, as an invited speaker -- a man who wears his years proudly and who's the antithesis of a “user-experience designer” -- is a welcome breath of fresh air. More like him would leaven the persistent technophilia that many other speakers manifest.

It feels to me that the concern for audiences as human beings present in the work of such great designers of the past as, for example, Chermayeff, Bel Geddes, and the Eames, has evaporated in the fiery breath of Moloch aka The Machine (per Lewis Mumford's 1967
Technics and Human Development: The Myth of the Machine). Even those presentations at DUX that sound wonderfully focused on human fancy -- art and dance and travel to strange places -- seem prone to converting that fancy into factors that are part of technical solutions: making products and services. They don't really depict or serve edifying human experiences, although they may well fit the interests of those seeking to exploit experiences. This dog won't hunt.

Dott_07_Med.jpg
Doors of Perception's Designs of the Time (Dott07), a 23-month participatory project that will continue through year's end, is an illustrative counterpoint to DUX. Dott's slogan is, “Why our design festival has no things in it.” Besides being overtly human-centered, Dott's participation ranges more broadly by age and is geographically more diverse. Its participants are as often involved in public as they are in commercial projects. DUX's youthful audience, by contrast, comprises a bucket-load of North Americans, a moderate serving of Brits, and a dash of Dutch and German presenters mostly working in the world of business and academic/brain-trust institutions serving that world. Pragmatic instrumentality, the dominant ideology in North American, British, and Germanic cultures driven by economic, thing-maker philosophy, pervades most of what DUX is about.

Transformation designers tell us that in order to change constituent experiences, one has to first change the constituents themselves. Broadening DUX and its focus requires broadening its base of its participants, and vice versa. Here's my call for “Designing for Human Experience” in 2008. To preserve the delightful waterfowl homonym, use the acronym, DhUX. Or continue to call it DUX -- but for gosh sakes, at least make the "U" mean ... “hUman."

Comments (4) + TrackBacks (1) | Category: Commentary | Events and Happenings | Integrative + Interdisciplinary Design

“From Information Design to Designing for Experience”: Keynote at 3rd International Conference on Information Design (ICID), Curitiba, Brazil, October 8-10, 2007

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Posted by Bob Jacobson

I gave this presentation on October 8th by Skype, speaking before the 3rd International Conference on Information Design (ICID) that took place in Curitiba, Brazil, 8-10 October 2007. It sums up well my current thinking about information design, user experience design, designing for experience, and the composition of memorable experiences. My thanks to event organizers Carla Spinelli and Stephania Padovani, and technical helpers Tiago Maia, Re-nato Bertão, and Charles Costa. Your comments are welcome. © Robert Jacobson 2007

 Archives Img1 BOM DIA! It’s a pleasure to join you this afternoon, albeit by digital communications and not in person as I would have preferred. Thanks to organizers Carla Spinelli and Stephania Padovani, and media men Tiago, Renato, and Charles, for making this presentation possible. Our plan is to have me make a short presentation and then for us to interact via Skype. You may see me working at the keyboard occasionally, to keep the connection running smoothly. In the film, the Wizard of Oz, the Mighty Oz loudly tells Dorothy, with great blasts of fire, “Ignore the man behind the curtains!” That’s me.

200711042321 This is an interesting study in information design. I’m speaking to you from the living room of my home in Tucson, Arizona, in the heart of the Sonora Desert. The video you are watching today was edited in the camera, harkening back to the early days of the 1970s-era, worldwide “Radical Software” movement, when activists around the world used portable video cameras to elicit honest communication in a formerly media-dominated information environment. Theirs was authentic video, without embellishment. So, 35 years later, here is my authentic video, no frills….

200711042328 I was invited to speak to you as the editor of the anthology, Information Design, a collection of essays by world-class designers, published by the MIT Press in 1999. In the eight years since, there has been no satisfactory revisiting of the issues we raised in ID – especially the questions: what is information design and what will it become?

Today, I’d like to talk to you about why and how I believe information design will evolve into a new practice, “designing for experience” or, as I prefer to call, it, “composing for experience.”

200711042328-1 Experience is the proper center of the design universe. An environmental outlook comes next. Conventional design in many ways is pre-Copernican in this regard and new approaches to conventional design, like user experience design (about which I’ll speak later), only add more epicycles. I’m optimistic that information design will more quickly adopt the new paradigm.

200711042329 In eight years, a lot has changed, not least the quantity and quality of the information environments in which we live and work. Today, technologies of communication and information are abundant, and networking computing is more pervasive than ever – many would say, invasive – changing how we live, work, play, educate, and communicate.

Despite information designers’ high aspirations, the sheer volume of informational activity has nearly overwhelmed their ability to design for it.
(Image: Artem)

Our anthology anticipated this future. Our collective concern was not for better construction of representations and artifacts. Instead, unanimously, we called attention to the ever more complex information environments into which people, individually and collectively, are plunged almost at birth and through which they must navigate their entire lives. We agreed, on this if on nothing else, that information design, as it had been practiced for 25 years – rationalizing the presentation of information, usually in graphical form – must grow conceptually as well as technically, even epistemologically: information design must become experientially and environmentally wise.

200711042332 Eight years later, the concept of information environments is no longer exotic. We are more cognizant of the systemic relationship between information and the environments – physical, social, and personal – in which information is produced, shared, and acted upon. There is a change in orientation among information designers from the particular to the global, even universal context. (Image: David Armano)

In the name of informational environmental awareness and holism, all sorts of recipes are being promoted for messages that are more easily assimilated.

200711042333 Apparent is the intrusion of the market: information is now more often than not treated as a commodity that must be designed for consumption. One narrow but broadly applied variant of information design, perhaps responsible for the majority of information designs these days – on the Web and incorporated in products and services – is called “user experience design” or more baldly, “customer experience design.” Say it loud and say it proud, its practitioners have one purpose: to get people to use things and to buy things.

200711042335 Over the last decade, “interaction” has been added to the stew as a necessary element of instrumental design, a way to draw “users” into the purchasing process. Dan Saffer of Adaptive Path in san francisco has written a pretty good how-to book on Interaction Design and IDEO co-founder Bill Moggridge has published a mighty tome of interviews with “interaction designers.”

200711042336 BJ Fogg, a professor of design at Stanford, whom I admire, has the gumption to call this branch of information design captology, the science of persuasive technology that captures and keeps an individual’s attention. (Image: Cache Creek Casino)

But technology can’t do the job alone.

200711042336-1 Vast armies of ethnographers, anthropologists who study culture, have been deployed to observe, describe, and annotate the lives of those whom their mainly business and occasional government clients wish to affect via “user experiences.” These costly cultural explorations are justified by the unique insights that ethnographers can supposedly provide to designers. (Image: Business Week)

In these circumstances, however, for these insights to be acted upon, they have to relate to business, and so does the design that results from these insights. Ethnography and design thus form a neat little tautology that offers employment for ethnographers, validation for designers, and comfort to the business executives who pay for each.


What’s remarkable is that the success rate of designed user experiences, even those informed by ethnography, is anecdotally reported to be a sparse five to ten percent. It might even be less. The vast majority of products and services designed according to the tenets of user experience, supported by ethnographic findings, do not achieve their goals.

...continue reading.

Comments (7) + TrackBacks (2) | Category: Commentary | Events and Happenings | Integrative + Interdisciplinary Design | The Practice of Experience Design

October 2, 2007

Innovation Nation 3: The Transformation Gap

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Posted by Bob Jacobson

hands.jpgAs regular readers will know, for the last two weeks, I've been interviewing technology policymakers, VCs, government investment agencies, incubators, and innovation/concept-design consultancies in Denmark and southern Sweden (Skåne) -- the new, high-tech “Øresund Region” -- to explore how ideas and concepts are born and how they then are converted into usable products and services.

The two nations, and especially Denmark, have garnered a lot of kudos in the press for their innovation initiatives. They execute better than almost anywhere else on earth.

But even in these societies where a large portion of GNP is strategically reinvested in innovation, product development, and new company formation, often no spark crosses over from innovation to product or service, as it does from God's hand to Adam's in Michaelangelo's fresco. A fatal gap remains that separates the innovation process from the development process. Innovations often fail to become IP because no investor who will fund the transformation of the idea into its usable embodiment. The result is that there is no demonstration of the innovation's worth and hence, no way to argue for investment in innovation services or activities.

One solution is to extend the innovation consultants' responsibility to include guidance and assistance regarding how to valorize and promote the innovation to investors, and then helping to find investors -- but this solution costs time and money. Few innovation consultancies can afford the stretch. Most seem happy to diddle in the innovation zone anyway, leaving their clients to fend for themselves once the brain games are over, a self-defeating strategy that devalues the consultancies' own work. There aren't enough incubators to go around -- and these mostly enter the fray after a company has a product at least in prototype, too late for the moment of creation. Business angels aren't many nor are they able to make large investments. And local VCs, like VCs everywhere, have taken the uptown route, preferring to fund companies that have made it at least to mezzanine stage. In Denmark, the state-funded Vækstfonden attempts to fill in, but like the early-stage VC that it is, VF has limited resources and can only support a handful of innovators. The situation is more dire in Sweden, where angels are almost completely absent and VCs, including the state established (but self-financed) Industrifonden and its subsidiaries, must adhere to the bankers' rules that govern most VC activity.

Within many companies and public agencies, similar processes play out that result in lack of internal funding for transforming innovations into IP.

This flaw isn't unique to the Scandinavian economies, where at least it's recognized and solutions are being sought. It's evident on a larger scale, and is more damaging, in Silicon Valley, a place familiar to me. The proportion of unrealized opportunities in the Valley must be huge. Given the dynamism of invention in the Valley, funding announcements are relatively few and far between. A few VCs, like Charles River Ventures with its QuickStart program, have tried to help out, but they're a drop in the bucket. The only place this problem isn't pronounced, I suspect, is China, where investment capital is copious and investments are available for almost any buildable product/service idea (although the inventor may not hold on to his or her rights very long).

I'll have more to say about this in a following entry. I'm still catching up and getting over jet lag. Thanks for your patience.

Comments (0) + TrackBacks (0) | Category: Commentary | Integrative + Interdisciplinary Design | The Practice of Experience Design

September 22, 2007

Our Innovation Nation exploration ends; my conclusions to follow, when I get home.

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Posted by Bob Jacobson


My partner Debra and I are nearly at the end of our Øresund Region adventure, meeting and speaking with friends and colleagues in Greater Copenhagen and Malmö, the capital of Skåne, the southernmost region in Sweden. We've had an active two weeks filled with learning and sharing of ideas with a full menu of good thinkers. Our experiences, professional and social, have been memorable.

Tonight, to add to our collection of exquisite experiences, we're off to see the Royal Copenhagen Ballet, in Denmark, and meet personally with Kirsten Simone, one of the Ballet's outstanding prima ballerinas, whose 1964 appearance in Tucson sent little Debbie off on her own balletic adventures. Theirs will be an emotional reunion.

On Sunday, having returned to Sweden across the beautiful Øresund Bridge, we'll further explore Malmö, Sweden, which everyone agrees is this region's most exciting, up and coming city in a region already known for its natural beauty. It's where we'd like to live and work, if we have the chance.

On Monday, I'll have important “summation” sessions prior to departing for home (“home” this time meaning, not the beautiful, green Danish farmstead or the bustling maritime city that have been our home bases for most of this trip, but rather our sunny, cactus-studded Arizona desert homestead).

We return home on Tuesday, after which I'll share my conclusions regarding the practice of innovation policy and consulting generally, and their specific expressions in Denmark and Sweden, which differ substantially.

yq_StCRxVLLgtjPEmn4V.gifAlso when I return, in my thread of entries about the “design” of experience, I'll further expand on my notion of composing rather than designing experiences and the consequences that flow from it. Conversations during my trip to Scandinavia strengthened my feelings in this regard. Thanks especially to my hosts, Professor (and occasional DJ) Bo Reimer, and Professor Jonas Löwgren, of Malmö University's outstanding School of Culture, Art, and Communications, "K3" (specializing in interaction design and new media production and studies), and K3 Dean Ingrid Elam, who joined us. Jonas' confirming thoughts on the composition of experience have been especially useful.

Now sets in the inevitable sorrow at the journey's conclusion. In a couple of days we must make the difficult but necessary cultural tradeoffs: herring on flatbread to beans and burritos, aquavit to tequila, and cool to warm. Ah, if one could but be in two places at once -- and not just quantumly, but forever!...

Comments (0) + TrackBacks (0) | Category: Commentary | Integrative + Interdisciplinary Design | The Practice of Experience Design

September 11, 2007

Innovation Nation: The "Øresund"

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Posted by Bob Jacobson


On Monday, I spent 15 hours in the air, the last seven aboard a Boeing 757 “Flying Cattle Car" (perhaps the worst aircraft ever foisted on the traveling public) with a malfunctioning entertainment system. What could compel me to such an act of aerial self-flagellation? The answer: to visit “Wonderful, wonderful Copenhagen,” capital not only of Denmark but of the larger “Øresund Region”: the Innovation Nation.

Back in the United States and everywhere in the Blogosphere, designers of various ilk are thrashing around with the concepts of innovation, ideation, strategy, and co-creation. The heated conversation has been led most recently by the Interaction Designers, who are having a run of popularity not seen since the onslaught of the Information Architects, whom the Interaction Designers have displaced in the minds of the design critics. (Can the Service Designers be far behind?) Basically, the issue is whether, as Michael Beirut put it in Design Observer, “Innovation is the new Black,” or whether it is a truly historic evolution of conventional design,, the purest evocation of “design thinking” as described by Peter Morville in a classic Semantic Studios blog entry reprinted on NextD, with contextual remaks by G.K. VanPatter ("Unidentical Twins")

In the Øresund region comprising Greater Copenhagen and Skåne (Malmö, Lund, and other formerly Danish parts of southern Sweden), where two geographies and national cultures have been joined by a beautiful new bridge after 500 years of separation, innovation consulting isn't an issue. It's for real. Not only is innovation consulting considered an accepted design modality, it's gaining the blessing and support of the Danish and Scanian governments and their larger societies. The Danes in particular have invested literally tens of millions of government dollars each year to resurrect their once glorious national brand -- Danish Design -- and they now seem bent on doing the same for the innovation consulting business, where they stand a good chance of actually getting ahead of the curve and leading the global innovation industry.

To be sure, innovation consulting is still a relatively small industry, with total revenues hovering around $1 billion. It's also labor intensive, since its main assets are inspired human minds; operating margins are okay but not great. But because the innovation industry's potential to derail conventional management consulting -- getting in there right at the beginning of every management decision process, and thereby controlling it -- has not gone unnoticed. Recently the Monitor Group, a fast-growing, mid-range management consultancy, bought the Doblin Group, a brand management firm in Chicago that made a big deal of its powers of innovation. It then aligned the Doblin Group with its own internal, organically grown innovation consulting practice. One has the sense that many of the small firms growing up on edges of the management consulting industry have the same goal, since nearly every one now styles itself, in one sense or another, as an innovation-consulting provider.

To get back to the Øresund. Although the Danish government has spent generously to restore Danish Design's preeminence, in fact the emergence of the innovation consultancies in DK and SE has been organic, not dependent on government spending (except for government's business, when its appropriate). This has caught DK's intensely thorough economic planners by surprise. A hot-off-the-press Danish governmental study and report, Concept Design, published by the Danish Enterprise and Housing Agency, directed by agency planner Jorgen Røsted (and employing many internal and external consultants), describes innovation consulting as "concept design," a tenuous semantic bridge. In this ethnography about ethnography (a primary ingredient of concept design, as the authors define it), Concept Design's authors take the word of their industry informants too literally, without sufficient critical distance. Three case-studies among several presented by their informants as unquestioned successes I know personally to be problematic. Overall, however, most of the report's observations appear accurate. Concept Design meticulously describes what's happening structurally within the budding industry. What it doesn't do is explain how innovators and their clients actually solve problems. Instead, reciting the five steps of concept design -- a process pioneered at SRI Consulting and the Institute for the Future in the 1980s and 1990s -- it describes the crucial step of ideation as "this is where the magic happens." This phrase is somewhat lacking in precision. It mystifies the process rather than revealing it. (A follow-up report, InnovationMonitor 2007, due out at month's end (September 2007), will discuss the "biggest challenges facing innovation in Denmark." Should be exciting.)

So that's why I'm here in Denmark, the per capita national leader (so Concept Design reports) in innovation consulting. For two weeks I'm going to study governmental and private initiatives on both sides of the Øresund. In the process, I hope to be able to accurately characterize what's going on industrially but also in terms of process; what innovation consulting means for the region's economy, culture, and society; and its significance in the world of ideas, including the creation of experience and design thinking.

My first appointment takes place today at the new Copenhagen Institute for Interactive Design (CIID). Then I'll meet with the Danish Venture Capital Association. On Thursday and Friday, I meet with leading consultancies and government design-policymakers on the Danish side of the Øresund. Next week, I'll travel to Skåne, to do the same. My insights and information that can be made public, I'll share with you here.

For a personal experience of the field's dynamism, II encourage you to attend ECCI X, the Tenth European Conference on Creativity and Innovation, to be held in Copenhagen, October 14-17, 2007, where these issues will be the subject of intense examination and debate. Over 400 leaders in the innovation business, from Scandinavia, the rest of Europe, and around the world are expected to attend. Wish I could join them. Hey, maybe I will...! From Denmark, this is Bob Jacobson saying, "Med venlig hilsen, ciao!"

(Images: Light bulb, Newton.Typepad.com; Øresund Bridge, Malmö)

Comments (1) + TrackBacks (1) | Category: Commentary | ED Projects of Note | Integrative + Interdisciplinary Design | The Practice of Experience Design | Theories of Experience

The best experiences aren't designed. They're composed.

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Posted by Bob Jacobson

The most evocative experiences -- those that have lasting power, that alter one's perspectives, apprehension, appreciation, and actions -- aren't designed. They're composed. The distinction isn't subtle. Compositions are easy to identify and remember: everyone can cite his or her favorite composed experiences. Designs, for the most part, aren't so easy to identify or remember. In many cases, they're not even designed to be memorable; they're designed to be imperceptible.

My brilliant partner Debra Jane, a talented creator of great experiences -- in fashion, dance, art, and story-telling -- sent me down this thought-path when, one night, she announced, “You know, I'm not so smart...but I sure know how to concatenate!”

“Compose” has many meanings, but the two to which I refer (from Dictionary.com) are:

1. To make or form by combining things, parts, or elements.

...and...

2. To create (a musical, literary, or choreographic work).

Composition is an act of creative combination, working with elements in the environment. The assemblage that results may or may not find an audience or serve a purpose. The composer knows this going in: his or her motivation is simply to compose.

“Design” also has many meanings, but central to its definition, in the sense that designers use it, are:

1. To form or conceive in the mind; contrive; plan.

...and...

2. To plan and fashion the form and structure of an object, work of art, decorative scheme, etc.

Design begins with a purpose in mind. Commercial design has as its first purpose to serve a client. The designer must succeed in this purpose.

Composition draws on inspiration from deep, often hidden emotional, spiritual, and psychological aquifers. Design occurs largely in the mind. The difference in results is profound, especially when it comes to creating experiences.

The acts of composition and design thus start from different premises and have different intended outcomes. Good experiences may be what each act is intended to engender, but one act is artistry and the other, science and engineering. Increasingly, I'm led to believe that artistry is key to successful creation of the best experiences. The composer may fail, of course; only a relatively few composers achieve excellence; whereas, there are many good designers. But design thinking, although probably more reliable as a methodology, inherently limits the designer's artistry. It places strictures on design in order that a design should work; these strictures include basing designs on reasonably hard data and not deviating too far from audience preferences or too greatly challenging existing behaviors.

Also, a design's consequences, for that design to be considered a success, must be measurable. Compositions, on the other hand, must merely be memorable.

My colleague Barry Howard creates exhibitions and museums. He and I are part of a team preparing a plan for the US Pavilion at the Shanghai 2010 World Expo. Barry has a long and successful career in his line of work, beginning with the pioneering Coca-Cola Pavilion at the 1964 New York Worlds Fair. Barry is an artist. Each project begins with a storyline, a visionary narrative, which then is translated into its physical evocation. Barry is a composer of experiences.

Barry related to me a relevant anecdote. Walt Disney had captured the American imagination on the silver screen when he decided to turn his studio's creations into a physical place, to be called “Disneyland.” There was no one with prior experience creating a theme park on the scale Disney envisioned, so he called upon his studio team -- writers, illustrators, animators, musicians, and so forth -- to come up with the plans for Disneyland. The result was a remarkable collection of experiences, magnificent and small, that remains an icon of creativity and spirit (some would say, chutzpah) to this day. No one on the team considered himself or herself a “designer.” Its members considered themselves artists, the original “Imagineers.” Over the years, the original Imagineers were replaced by individuals with backgrounds in business, technology and social sciences, and design. Imagineering became something of a science. As most of us who experienced the original Disneyland agree, the result has been less than sterling. The new parks created by these Imagineers, for all their splendor, efficiency, and effectiveness as revenue generators, didn't manifest the same excitement as the original Disneyland. The rides were stupendous but numbing and the overall experience of the new Disney theme parks was one of grandiosity, not edification. New management at Disney is now working hard to turn the parks around and restore the creative luster that the second-generation Imagineers' calipers and mechanics almost erased. Composers are back in charge.

Another of my experience-creating heroes is the landscape architect and educator, Lawrence Halprin. At a landscape architecture conference I attended at the University of Washington, he issued a powerful edict: “Design not with forms, but with forces.” Halprin excels at apprehending deep meanings in the physical environment and then creating compositions -- literally scoring the subject environment and things in it -- to produce wonderful experiences. Anna Halprin, the renowned choreographer, inspired Lawrence's approach. He is a choreographer of environmental experiences. Halprin values design methodology as a means of realizing his visions -- but always, his visions are preeminent.

It may be somewhat disturbing for you, as it is for me, to acknowledge that artistry, not science or engineering, is the sine qua non for creating the best experiences. (Architects who excel, for example, consider themselves artists of space.) Artistry, sadly, can't be learned. It's an inherent talent that can be improved upon, but not taught. Artists must mingle with designers for designs to be infused with compositional fire. Otherwise, design remains an interesting, challenging, but ultimately mundane process. The best experiences aren't designed. They're composed.

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August 20, 2007

Spirituality and Design, Part 2

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Posted by Bob Jacobson

The-Lake-MartinPreparing to write a book on designing for experience, I decided to explore four ways of understanding experience: as spirituality, philosophically, scientifically, and what we might call “by design.” In an earlier entry, I listed several categories of spiritual experience and their significance in the lives of those who have these experiences, which can be profound. Spirituality in the lives of individuals may be beyond the reach of designers working with experience, however.

At least this is what my research suggests. Despite looking very hard, I was unable to discover evidence of designers acknowledging, let alone employing, spiritual experience in the process of creating experiences. The intense materialism that characterizes contemporary design mitigates against working in a spiritual dimension. Perhaps this is because design has become so closely associated with science and engineering (or maybe it always has been).

Take DUX 2007, the Conference on Designing for User Experience, is the closest thing to a conference on designing for experience generally (and a very good conference on its own terms). The “user” qualification immediately hearkens back to systems engineering, with which the process of design has become intertwined. This co-dependence is reflected in DUX' s topics: for example, tangible interfaces, embedded interfaces, ubiquitous computing, design process, process design (interesting recursion, responsive environments, and so on -- a lot of engineering, very little of spirit. Similarly, interaction design, on the cutting edge of contemporary design, is based on systems engineering concepts taken from empiricism and scientific logic: how things work. Of course, there is a human dimension to interaction design, a large one. But it's more often expressed in psychological, sociological, and (the latest trend) ethnographic terms than anything we might call spiritual. Ethnography as it's commercially practiced is in fact quite a bit like systems engineering with its focus on identifying and describing tangible, observable human behavior that can then be harnessed for designing products that can be made and sold.

Ever hopeful, I explored the “Blogosphere” using Technorati, Google Blogs, and Nielsen BuzzMetrics' Blogpulse (the best of the lot, in my opinion). “Design” and “spirituality” seem to exist only in entirely different universes. Their appearance together, except on blogs with a sect to sell, is infrequent or non-existent.

This isn't to say that designers of experience, and designers in other modalities, don't have spiritual experiences or don't know of their significance. To the contrary, designers' websites and blogs abound with descriptions of objects seen or encountered, environments inhabited and traversed, and processes enjoyed or endured that they describe as “wondrous,” “awesome,” “disheartening,” or “encompassing” that indicate they've been touched deeply. In The Experience Economy, their influential work on intentionally designed experience, Joe Pine and Jim Gilmore devote an entire chapter of this short book to the spiritual dimension of experience design. (I admit that I dismissed this chapter too quickly when I first read it. Now I have a deeper appreciation of Pine and Gilmore's meaning, although I haven't seen them develop it further, at least not online.)

More often, however, designers speak of designs as “effective,” “working” or “broken,” or use other mechanistic terms that have designs serving instrumental purposes: getting this or that done or accomplished. Interestingly, the main critique of The Experience Economy on Wikipedia is that design of experience is about better managed co-creation and co-production with consumers, completely disregarding the spiritual dimension alluded to by Pine and Gilmore. So much for far-ranging inquiry.

We know from the work of child psychiatrist Robert Cole and others that infants lead a rich spiritual life (which some experts on childhood believe can be diminished or killed outright by a society's and parents' materialistic perspectives and religious dogma). Spirituality may continue as a profound element in most people's lives. I read today of a survey conducted by AP and MTV among American kids aged 13-24. In this most materialistic and religiously dogmatic of cultures, more than half of the young people surveyed credit spirituality, defined as a connection with something Other, as an essential element of personal happiness. (The leading factor is happy family relationships, definitely a worthy aspiration but one that depends on more than good intentions. Shared spiritual understanding among parents and siblings, a rare condition, might have something to do with it.) The famous longitudinal study of a group of men conducted by the late Daniel Levinson, in which they describe their lives over many decades, suggests that the degree to which the subjects maintain viable spiritual outlooks correlates with their subjective happiness regardless of their objective accomplishments. Similar studies of women -- for example, the now well-known Nun Study confirm this connection as universal: they reveal how dependent the quality of women's lives in their advanced years may be on the strength of their spiritual convictions acquired in youth (as well as on more objective factors).

So let me circle back now and talk about design with a spiritual dimension: not design for spirituality so much as design with spiritual experience in mind.

The website for the Partners for Sacred Places reminds us that people have been creating places evocative of spiritual experiences probably since the dawn of history. Whether or not the architects often hired to accomplish this purpose is a matter for debate, on a case by case basis -- but there's no doubt, significant time and wealth have been invested in producing a heightened spiritual experience, one of their “deliverables.” Some sports, particularly in the martial arts (I'm thinking of my own aikido training) are also “designed” to enhance spiritual awareness. Experiencing awe in a cathedral, holy garden, in exercise, or on a retreat, however, is a momentary experience, ephemeral. We all know how quickly an elevated state can “entropize” and disappear, usually with a half-life expressed in days or even hours. Unfortunately, few designed experiences include a sufficient “spirituality quotient” to sustain this awareness. Most design projects are paid for by merchants (commercial and otherwise) with something to sell or a position to persuade: a product, a candidate, a point of view, a desired behavior, and so forth. Given this mercantile framework, how much leeway do even the most determined designers of experience have to apply the canons of experience design I identified earlier as edification and commutation? Not much. Meditation isn't a fungible commodity, unless you are a guru.

Nevertheless, some designs, whether intended to or not, make a spiritual connection that results in a deeply memorable, sometimes actionable experience. My partner, Debra, has a spiritual experience (she claims, and I believe her) whenever she sees or experiences a particularly beautiful person, fashion, machine, or landscape. “Beauty” for her is a combination of elements that perfectly achieves its purpose. Given her pragmatic definition, many designs might be considered highly spiritual. More often, however, we admire the affordance provided by a designed object, environment, or process -- the ability it gives an individual awareness of, and ability to interact with, an environment. Most people globally have become overeducated in the appreciation of material achievements. Their spiritual edge is dulled. How can this dynamic be altered so that instead of us taking more and more of the world for granted, we experience wonder continuously or at least, more frequently? This isn't an option: the alternative to spirituality, in my opinion, is cynicism; of this, the world already has plenty.

Speedbird's Adam Greenfield, in a reply to my comment on his well presented essay on experience design, turned me on to the notion of “qualia.” Qualia are supposed units of experience that each of us maintain, which -- if they could be apprehended and worked with -- would enable designers to compose truly remarkable experiences that, I'm sure, would have a powerful spiritual component. Unfortunately, qualia as defined cannot be shared and thus are not readily available for stoking spiritual or any other fires. But for me they remain a powerful concept. What if designers gave more attention to the spiritual dimension of experience and helped to better understand and appreciate its constitution and consequences in other than purely numinal ways? What if discussion on design blogs was about more than technology and techniques, or social media and psychology, and supported a meaningful conversation on the spiritual dimension of experience (as do so many non-design-oriented blogs)? Like most others in our field, I haven't the time to answer these questions, not so long as my livelihood is determined by clients who could care less about spirituality because they know so little about it. But perhaps others are better situated to explore. To them, I offer every encouragement. (I especially like this meditation developed by Steve Stein for the First Unitarian Church of San Jose, CA: it suggests what to look for and the right questions to ask as we look for spiritual expression in our daily environments. Funny how a sermon can produce a design program!)

If you are a designer of experience who incorporates an appreciation of spirituality in your work, please share your cases with me so that I can share them more widely. Who knows, you might be The Next New Thing -- or should I say, The Next New Old Thing?

Next: Philosophical perspectives on experience.

(Image: Sri Chinmoy Bio)

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May 28, 2007

Read Archinect and add it to your RSS feeds

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Posted by Bob Jacobson

ArchinectI can't say enough good things about Archinect, the online magazine of architecture, landscape architecture, and design.

Founded and published by Paul Petrunia (in L.A.) and edited by John Jourdan (in Chicago), Archinect has incredible breadth and offers wonderful analysis of all things in the built environment. The current issue features an article on Cooper-Hewitt's exhibition honoring designers who serve “the other 90%,” the world's poor; and dozens of Features describing current works in progress. There are book reviews, job listings, and the whole nine yards.

I try to read Archinect religiously, but it's a push: each issue is so jam-packed with information. So don't wait on me to synthesize and report. Read it yourself!

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April 22, 2007

At one popular Web portal, customer-centricity trumps CRM

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Posted by Bob Jacobson

Customer ThinkAn April 20 press release announcing the transformation of former web portal CRMGuru.com to CustomerThink.com is one more signal that customer centricity (i.e., design for experience) is fast becoming the defining factor in state-of-the-art marketing.

According to portal founder and CEO Bob Thompson,

The time was ripe for change. Although the term “CRM” has been a popular buzzword for more than a decade, and theoretically means a business strategy, it has taken on a technology slant in the market that appears unlikely to ever change. We wanted people to know that we address the complete realm of customer management thinking, not just IT. While technology is an important enabling tool, and essential for managing customer information, it's only a portion of our mission.

In Thompson's viewpoint (quoting from the release), CRM includes customer strategy; goals and metrics; people and organization; process and experience design; and technology. Yet, much of the market doesn't agree with that view in practice. He cites technology-laden CRM definitions on the Internet, and his own research which found many people consider Customer Experience Management to be different from CRM.

G LogoAdds Colin Shaw, a member of CT.com's “Guru” advisory panel, and founder and CEO of customer experience consultancy Beyond Philosophy,

What do you mean by CRM?' It's a question I often hear. The reality is the world is moving on, and I am pleased to see that Bob and the team are leading the way. The whole spectrum of customer management is much wider than the commonly held view that CRM equals technology. CustomerThink encapsulates what customers do!

The difficulty is valorizing CEM. It's easy to devise an ROI for investments in technology, even if the calculation is flawed or only partially explanatory. The proliferation of CRM vendors and the remarkable success of Oracle, SAP, and Salesforce testify to the persuasive power of numbers. But as metrics for measuring customer-centricity's power become available, it rather than the accessibility of surface-level customer data will become a dominant paradigm, supporting new approaches like customer co-creation of products and communications.

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April 17, 2007

The emerging ubiquitous Internet challenges experience designers to literally “get real”

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Posted by Bob Jacobson

(Sorry about my delay getting back to this blog. My various projects culminated at the same time. I've caught my breath and here goes my first new installment....)

Art06 3 470X470About 10 days ago, in my last entry, I noted that current online “experience” is highly constrained to two senses, vision and hearing -- a timid palette with which to paint persuasive, memorable experiences. I argued that most people want to spend less time online, not more (regardless of their actual behavior) -- and that Flash animations, a favorite tool of web designers, is not favored by most visitors. (It takes substantial time to load and then uses huge chunks of active memory.) It wasn't a satisfying tete-a-tete for my readers: the article I criticized was simplistic, and so was my criticism. (Thanks to the commenters for their indignation. They got me to thinking.)

In retrospect, I believe that while the Web is and will remain relatively static as a designed environment, the Internet will bloom in new and often surprisingly novel ways, in the real world beyond the computer. The ubiquitous Internet will drive all of the changes formerly forecast for ubiquitous computing, and more. Ubiquitous computing in a networked universe is a powerful idea whose time is nigh. (Click here for a video of Bruce Sterling's take on the possibilities, delivered as a keynote at the Ubicomp 2006 conference.)

Xperex1An article in Internet Retailer, “Webby Stores” by Paul Demery, foretells a sea change in the Internet and computing that will require a much broader perspective and substantial retraining on the part of information architects, web designers, and online marketers, who practice the limited discipline of “user experience design.” But that's hardly its greatest significance. As the Internet is deployed off the computer, in the material world where we spend most of our time -- as it becomes ubiquitous -- our lives will be dramatically altered.

This change, the Internet's integration in offline environments, has been happening for sometime, including such instances as:

...and so forth. (You might have a few bellwether favorites. Please share them with me in a comment or email.)

In each of these applications, the Internet's content and interactivity take on new aspects, and project greater experiential power, because they are perceptually melded with environments less narrow and isolating than a personal computer. These applications don't require 100 percent of the participant's attention, as do most computer-presented web creations. Instead, they complement other things going on. Multimedia multitasking, when Internet content is included, is similarly involving.

The “Webby Stores” article is indicative. It may have “Webby” in its title, but it's not about the Web: it's about the store environment and how this environment assimilates and wraps around the Internet. The two components do a synergistic dance that, it's claimed, produces strong customer loyalty and a propensity to buy things. The applications it describes -- Internet-enabled kiosks -- contextualize the Internet as part of a process in which human beings regularly engage, like buying products in a store. These simple kiosks may be trivial in their operations and purpose, but their implications for web design, interaction design, multi-platform marketing, and design for experience is profound.

...continue reading.

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January 17, 2007

Quick, read this article before it's branded!

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Posted by Bob Jacobson

Nyt Urban Advertising GraphicWhile I'm on a rant about marketers -- who are on the verge of replacing politicians as Least-Admired Persons -- permit me to direct you to Louise Story's emperor's-new-clothes article in the New York Times, “Anywhere the Eye Can See, It's Likely to See an Ad.”

Story begins:

Add this to the endangered list: blank spaces.

Advertisers seem determined to fill every last one of them. Supermarket eggs have been stamped with the names of CBS television shows. Subway turnstiles bear messages from Geico auto insurance. Chinese food cartons promote Continental Airways. US Airways is selling ads on motion sickness bags. And the trays used in airport security lines have been hawking Rolodexes.

Explains one marketing executive:

“What all marketers are dealing with is an absolute sensory overload,” said Gretchen Hofmann, executive vice president of marketing and sales at Universal Orlando Resort. The landscape is “overly saturated” as companies press harder to make their products stand out, she said.

Story observes:

Outright advertising is just one contributing factor. The feeling of ubiquity may also be fueled by spam e-mail messages and the increasing use of name-brand items in TV shows and movies, a trend known as product placement. Plus, companies are finding new ways to offer free services to people who agree to view their ads, particularly on the Internet or on cellphones.

More is on the horizon. Old-fashioned billboards are being converted to digital screens, which are considered the next big thing. They allow advertisers to change messages frequently from remote computers, timing their pitches to sales events or the hour of the day. People can expect to see more of them not only along highways, but also in stores, gyms, doctors’ offices and on the sides of buildings, marketing executives say.

And that's just the beginning. Sprays and odors and even physical assaults on our sensoria are in store. How much can our psyches tolerate before we develop “allergies” to this stuff, serious mental asthma? Public space, the last commons, is in the process of being informationally trashed for private ends. It's taken for granted, even praised, so lost has our culture become.

In Europe, there are laws against noise pollution. Why does it sound ridiculous to speak about outlawing marketing pollution? Are we all, as Don Henley sang, just prisoners here of our own device?

Story's article will be archived next week, when it will become available only for a price, so grab your copy now. It's a classic. And a warning.

(Photo; New York Times)

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December 8, 2006

We need theories of experience design

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Posted by Bob Jacobson

In few other fields is so much reliance placed on first-hand, insider accounts as a source of knowledge, as in the various fields of experience design. The one exception, historically, has been the built environment, including architecture and landscape architecture. Otherwise, most of what we learn we learn from design practitioners, even if they have no personal agenda, is subject to their biases that inherently come with the job: idiosyncratic points of view, client pressures, career aspirations, ego, and so forth. We lack an objective perspective to measure the success of our work and commentaries to improve upon it. We need theories of experience design.

64Worldsfair 12This realization came to me during an intense luncheon discussion with museum and exhibition designer Barry Howard, who practices in Marina del Rey, a suburb of Los Angeles. Barry is my ideal of an experience design. His self-effacing demeanor belies an incredible lifetime of accomplishment. Barry's career dates back to the highly regarded Coca-Cola Pavilion at the 1964 Worlds Fair (where Pepsi-Cola competed with “it's a small world,” now immortalized as a Disneyland attraction). Since then he's created attractions with a cumulative value of over $500 million. Barry is notably rare among experience designers in that he applies a reflective perspective to his work. (He calls it “academic,” although his training was as a fine artist.) I'll be doing a future interview with Barry, in which I'll get deeper into his experiences and insights. But one of lunchtime topics was worth separate mention: the lack of formal criticism in our field.

I was sharing with Barry my plans for a forthcoming book on experience design. In it, I'll be highlighting best practices drawn from case studies in a variety of experience-design disciplines. My goal is to extract certain overarching principles and methodologies that can be synthesized as theories of experience design. Theories are important: they're tested short-cuts to knowledge that can be shared widely within the experience design community, including with new designers just setting out. If you think about it, it's pretty difficult to state a theory of experience design. Theories are rare in every design discipline, but in those where theories exist -- like the theory of taxonomical structure in information design or wayfinding theory in environmental design -- they're reliable guides to practice. Experience design is still considered mainly an art, because (in my opinion) of a radical disconnect between those who study experience (cognitive scientists, environmental psychologists, etc.) and the designers who create experiences. Sometimes I think that designers' ignorance of the pertinent science is almost willful, because science imposes constraints that require more than shoot-from-the-hip creativity to succeed. On the other hand, it may just be that designers are practicing remarkable heuristic feats, doing the science in their heads. (All of this goes for the ancillary professions marshalled to support designers, too, like ethnographers and market researchers.)

In any case, Barry made the astute observation that if I lined up these case studies side by side and compared them, what would be most interesting would be, not what was common practice, but what wasn't common practice -- that is, the designs that didn't get done because Designer A didn't consider, or perhaps even know about, the experiences of Designers B or C; and vice versa. Everyone is so heads down pondering solutions and cranking out work -- strictly within disciplinary silos -- that whatever synthesis might take place or transcendent solutions found, doesn't take place or aren't found. Experience designers need a broader, interdisciplinary knowledge, but they haven't time or resources to gain it. This isn't news: I wrote about it in an unpublished article for the AIGA Advance for Design magazine, in 1999, when the now-defunct Advance was striving to become an experience design community. The article wasn't published because, I think, it was critical -- and because I really had no answers for providing that broader point of view, at the time. Now I think I do. Our field needs outside observers, formally trained critics who can remark on what we do without the burden of being a practitioner per se.

I know, it sound pointy-headed to advocate formal criticism. Mark Hurst, in an email exchange, argued that first-person accounts by “do-ers” are inevitably more informative than critiques by non-practitioners. To a certain extent, he's right: if you want to practice as an experience designer, you need to learn how to hold your pencil from someone who knows. But if you want to practice highly effectively, you need to see things kaleidoscopically, including from the perspective of individual “experiencers” and society collectively. Formal critics provide this context for films, TV shows, product reviews, Web experiences, theater, architecture, advertising, musical performances and recordings, and innumerable other outcomes of cognate activities; and they're better for it. Why not experience design?

Barry said that his exhibition designs are his art. Never do we want to give up the power of personal expression. But if we can alloy it with a deeper understanding of what experiences are and how they are invoked, how much smarter experience design will be. It's still not a popular cause. No one's getting hired by experience design firms to criticize their work. But one day, they will be. And that's when experience design will fully come into its own.

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December 5, 2006

Information Design redux

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Posted by Bob Jacobson

The importance of information design (ID) as a discipline with much to loan other design disciplines -- especially those that deal with human-human and human-system communication -- was brought home to me by two events.

The first event is happening as I write: a passionate, even fierce conversation taking place online among the practitioners of information architecture (IA), a subset of ID that deals almost exclusively with Web design. (You can read a summary of the argument with numerous comments and links to other blogs on the IA website, Bokardo, “Thoughts on the Impending Death of Information Architecture.”) The IA practitioners tend to agree that the contours of that discipline, all wrapped up with computer interaction, are becoming confining, though they are at odds how to liberate themselves from these strictures: Change the name of the practice? Change the practice? Or give it up entirely for other pursuits?

For a decade, IA eclipsed ID, Web design being a lot more glamorous (and for a time, more lucrative) than designing mundane artifacts like signage or brochures (the ID legacy). Now ID is looking quite attractive as an overarching discipline absolutely relevant to IAs -- and other designers -- pushing the envelope of their professions.

SbdiThe second event was receiving an unexpected but welcome invitation from Carla Spinella, an editor of InfoDesign, the journal of the Brazilian Society of Information Design (SBDI) to attend and keynote the Third Information Design International Conference 2007 taking place next year in Curitiba, in the south of Brazil, October 11-13. I presume the invitation honors the contributors to a book I edited, Information Design (MIT Press 2000), who together described the applications of information design principles to fields as varied as exhibition design, the design of learning methodologies, architectural wayfinding, interaction design, book design, media design, and about a dozen others. Information Design sold out and went to a second printing on the basis of audience expectations as much as what it delivered. The Brazilian conference's broad themes -- education, science and technology, cultural effects, etc. -- demonstrate the pervasive influence of ID everywhere in the world.


Two other conferences with long-established traditions complete next year's official ID trilogy. (There are many smaller events, of course. See the excellent
InfoDesign website and news digest for a calendar.):

Logo1-V3The Information Design Conference 2007 hosted by the Information Design Association in the UK takes place March 29-30, 2007, in Greenwich, London. “Our overall aim this year,” reports the IDA, the first national information design professional organization, “is to construct an eclectic event, particularly strong on interdisciplinary learning and practice. The purpose, as ever, is to share ideas about how to make information easier to understand, in such diverse fields as..

  • Government and administration
  • Healthcare and health promotion
  • Technical instruction and user guides
  • Reference and learning materials
  • Transport information and wayfinding/showing
  • Forms and transaction interfaces
  • Financial and billing information
  • Web and interface design

Iiid LogoThe IIID Vision Plus 12 Symposium, taking place in Schwarzenberg, Austria, July 5-7, 2007, ”Information Design -- Achieving Measurable Results.“ It's hosted by the International Institute for Information Design. The theme for Vision Plus 12 is ”measurement“: how can we measure and quantify the impact and results of informational communication? This has become a hot topic both in business and academia, a daunting challenge. Vision Plus 12 will explore this controversial question from all sides:

  • How and to what extent can we measure the success of a given work?
  • How do we quantify the role and impact of intangibles like design?
  • What techniques and technologies can be used to get measurable results?
  • How are information designers building the necessary metrics into their projects?

The IIID, headquartered in Vienna, is a nonprofit organization partnered with several national ID organizations (in the US, the AIGA). It's also the the driving force behind initiatives to establish an Information Design University under the auspices of UNESCO (similar to the Experience Design Institute championed on this blog). The IIID ID Summer Academy, in the Cape Verde Islands, in August 2007, has as its purposes ” defining the requirements of branding, communication, and related vocational education, enhancing sustainable tourism at the Cape Verde Islands.“

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December 3, 2006

CHI 2007 Workshop on User Centered Design and International Development

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Posted by Bob Jacobson

Chi2007 Logo

Via the Experience Design newsgroup, I received the following invitation to the forthcoming Workshop on User Centered Design and International Development, scheduled to take place during CHI 2007 (the annual conference of the ACM special interest group on Computer-Human Interaction). Educated in part as a regional development planner, I found it interesting that interaction researchers and designers feel a need to become involved in international development, a field more commonly occupied by regional planners and economists, politicians, and an infinite number of think-tanks. I asked Susan Dray of Dray & Associates, one of the Workshop organizers who posted the announcement about this. She replied,

We used the term “user centered design” (rather than human centered design, also used in the field) because it is the most common moniker for the computer-human interactions (CHI) audience (and we first had to get the workshop accepted to the conference before inviting others to come.) That said, we think it’s the user-centered/human-centered process that is most critical – not only the interfaces, which are more the norm in the CHI community as the object of interest. Some people and projects do better at this than others in all spheres, from building technology to planning water projects in a village. Interestingly, the original title was “Participatory Design and International Developmen” – but in the CHI community, PD has a specific political meaning (developed by the workplace democracy folks in Scandinavia), so we decided to use the term UCD instead to avoid confusion.

Sounds good to me: I'm a fan of interdisciplinary design whenever it occurs, for any purpose -- especially one with a concrete, global benefit: equitable development.

CALL FOR PARTICIPATION

User Centered Design and International Development

A workshop at CHI 2007
Saturday, April 28, 2007
San Jose, California USA

Background

Much work in international economic and community development emphasizes empowering host communities in designing and controlling development projects. Many development projects make use of information and communication technologies (ICTs) as part of their plan. However, there have been few explicit efforts to bring together the international economic and community development, user centered design (UCD) and interaction design communities to find ways of designing more appropriate and effective solutions that truly meet local needs. The aim of this workshop is to initiate such a dialogue.

Specifically, we hope to extend the boundaries of the field of Human Computer Interaction (HCI) by spurring a discussion on how existing UCD practices can be adapted and modified, and how new practices be developed, to deal with the unique challenges posed by the context of international community and economic development. We call this User Centered Design for Development or UCD4D.

This workshop will provide a space to exchange experiences, explore differences between developed and developing world contexts, to develop new partnerships, and to learn from each other about problems we have encountered, the solutions that we have proposed and ways of working that we have discovered.

Topics that we hope to cover in the workshop include:

  • Experiences of interaction design in developing countries or with traditionally underserved populations in developed countries
  • Uses and adaptations of participatory methods in economic and community development projects
  • Cultural factors in designing for economic and community development
  • Innovative techniques for engaging users in developing world contexts
  • Examples of solutions that are sustainable in context

We also hope to use this workshop to begin to build an international community of engaged scholars and thoughtful practitioners who understand each other and who can bridge between disciplines and boundaries to create appropriate, effective and sustainable community development solutions.

Expected Outcome of the Workshop

Outcomes from the workshop will be reported in the MIT Press journal, Information Technology and International Development. In addition, based upon submissions and the review process we expect to publish a special issue of the journal on the workshop themes.

Funding

We anticipate obtaining limited funding to allow participation from those in soft-currency economies. If you need financial assistance to attend, please let us know.

More information

Click here for more information on the workshop. Or contact the organizers directly.

Participation

This workshop will be open to anyone with relevant experience or interest in UCD4D and/or ICTs in international economic and community development. To participate, please submit a 2 page position paper describing your experience, findings or interests relevant to the themes of the workshop. Participants will be chosen to represent a good cross section of communities and key themes. Papers should be submitted by email to Andy Dearden. Accepted papers will be posted on the workshop website.

Important dates

January 12th 2007: Submission deadline
February 1st 2007: Notification of acceptance
April 28th 2007: Workshop

Please note: As with all CHI workshops, at least one author of accepted papers needs to register for the Workshop and for one day of the conference itself.

Organizers

Andy Dearden - Sheffield Hallam University, UK
Michael Best - Georgia Tech, USA
Susan Dray - Dray & Associates, Inc., USA
Ann Light - Queen Mary University, UK.
John Thomas - IBM, USA
Celeste Buckhalter - Georgia Tech, USA
Daniel Greenblatt - Georgia Tech, USA
Shanks Krishnan - Georgia Tech, USA
Nithya Sambasivan - Georgia Tech, USA

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Comments (1) + TrackBacks (0) | Category: Events and Happenings | Integrative + Interdisciplinary Design

November 5, 2006

What's an "experience designer"? BRC Imagination Arts offers a definition

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Posted by Bob Jacobson

BrcWhat's an “experience designer”? This current job posting on Archinect by