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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(NOTE: While we read all comments, we do not publish anonymous comments.)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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January 6, 2008

Designing Today for a Very Different Tomorrow: Suggestions for the coming Age of Austerity

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Posted by Bob Jacobson

1836 200 150Yesterday I wrote despairing that most designers are busy designing products intended to promote consumption and that end up as waste, while all objective indicators signal the need to start designing for a very different future of limits, constraints, and parsimony. Then I came across “Designing Behavior,” a video presentation on on Fora.TV, the outstanding website that features videos of intelligent discourse. The panelists share my concern and describe ways that designers can and are helping people to get ready for the coming Age of Austerity.

“”Designing Behaviour“ was produced at the 2007 Battle of Ideas conference hosted in October by London's Institute of Ideas. Here's the Program Preview. It says it all:

Nowadays, even before designers have put pen to paper, there are growing concerns about the consequences of their work and its effect on society. They are accused of everything from creating too much waste (excess packaging) to fuelling excessive consumption (producing unnecessary gadgets, luxury goods). We are told designers need to rethink their role, ensuring 'products' make a responsible contribution toward the common good, solve social problems, even promote responsible behaviour. Many designers have gone ethical; every designer wants to produce their version of 'I'm not a plastic bag'.

While design has traditionally been about making life better by designing better things, many now argue it also has a duty to promote wellbeing, responsible behaviour, and to make people think rather than just consume. Today there are calls from government, local authorities and policy advocates that designers need to rethink their role, ensuring that 'products' make a responsible contribution toward the common good, by tackling issues from health awareness and rebuilding community to reducing consumption and global warming. -- Institute of Ideas

Okay, so now I'm not quite so despairing. But I remain cautious. The tale will be told in the solutions' execution.

Comments (1) + TrackBacks (0) | Category: Commentary | The Practice of Experience Design

January 5, 2008

Designing Today for a Very Different Tomorrow: The coming Age of Austeriy

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Posted by Bob Jacobson

Chinese Happy New Year It's another New Year. According to the Chinese calendar, which begins anew on the 7th of February, 2008 is a Year of the Rat.

Rat years are fertile for new beginnings:

A Rat Year is a time of hard work, activity, and renewal. This is a good year to begin a new job, get married, launch a product or make a fresh start. Ventures begun now may not yield fast returns, but opportunities will come for people who are well prepared and resourceful. The best way for you to succeed is to be patient, let things develop slowly, and make the most of every opening you can find. (MyCart.net)

So what new beginning should designers pursue in 2008? Try, planning realistically for a very different future.

The last few weeks I've been researching and analyzing trends for a prominent European manufacturer of home goods. I was charged with describing current trend that characterize lifestyles in the industrial world (and elsewhere) over the next five years -- but as with most true trends (and not just fads), the trends I found most significant have a trajectory lasting well into the next two or three decades. No aware person will be surprised to read that the most significant trends include:

  • Climate change and global warming, leading to environmental stress
  • The scarcity of petroleum as a basis for gasoline, jet fuel, heating oil, and plastic products, curbing travel and encouraging recycling
  • Rising prices for health care specifically, but also for any products and services based on petroleum -- in other words, almost everything
  • A credit crunch followed by a money crunch, leading to reduced consumerism, market declines, and job losses
  • Greater reliance on intentional communities, physical as well as virtual, for personal well being
  • Greater economic globalization accompanied by devolution of national structures
  • An overarching need for parsimony, the husbanding of resources and extreme care in their deployment

(On the plus side, dwindling energy probably means an end to the war economy, late in the game.)

So are designers planning for for this rapidly approaching future of limits, constraints, stresses, and new behaviors? Not many, and not much.

Recently, Cooper-Hewitt, the US National Design Museum, hosted “Design for the Other 90%.” (The exhibition closed in September, but its website remains -- and it's a good one.) The website opens with this quote from Dr. Paul Polak of International Development Enterprises,

"The majority of the world’s designers focus all their efforts on developing products and services exclusively for the richest 10% of the world’s customers. Nothing less than a revolution in design is needed to reach the other 90%."

Most people will read this, as have many reviewers, as a cliché: "Once again, designers are neglecting the developing world." But that's not what Dr. Polak's saying. At least half, if not more, of the world's customers don't live in the developing world. They live here, in the advanced and advancing industrial nations. In other words, 90 percent of the world's designers are designing to serve only a tiny fraction of customers...everywhere.

And in the future, the situation could get worse. One of the megatrends resulting from the trends listed above and others (including falling stock markets and incipient economic recession or depression) is a noticeable bifurcation of advanced societies, particularly the United States and other “free market” economies, as the middle class is absorbed -- a small proportion into the genuinely rich class and a much larger proportion into the genuinely poor class.

(Even designers are feeling the pressure: young designers are mainly just getting by and older designers are discovering that seniority brings no security.) Given the easy foreseeability of this future, one might expect more designers to begin identifying with “the other 90%” and restructuring their design practices for future survival and prosperity, such as can be accomplished in a society under extreme pressure.

But with the exception of designers who explicitly design for the developing world -- and designers in the developing world, who are used to economical design (though not necessarily designing economically) -- there appears to be no groundswell of realism among designers. Most continue working on interfaces for electrical gizmos, expensive medical technology, furniture for mansions, fashions for consumption, food that contributes to obesity, homes and cars that queer the air, and all the many other environmental and energy sinks that promise to drag down the quality of life for “everyone else.” Caught up in their professions and determined to get ahead of the rest of the pack, designers, ethnographers, marketers, and brand managers all seem caught up in the same lemming race. Not this time, Horatios. We're all in this together. Nor will “designing green” or “living simply” suffice. The are merely affectation, luxury options for the rich. They will not buy dispensation in the real world to come.

Bill Calvin, a well known mind scientist at the University of Washington, was one of a hundred-plus very smart people asked by the Edge Foundation its World Question for 2008: how have you changed you mind? Bill replied that the evidence of rapid global warming changed his mind, and it should change others:

"...We're not even back paddling as fast as we can, just drifting toward the falls. If I were a student or young professional, seeking my future being trashed, I'd be mad as hell. And hell is a pretty good metaphor for where we are heading if we don't get our act together. Quickly."

The same goes for the design profession. Especially for designers of experience, whose creative inventions won't survive the extreme trauma of new experiences foisted on all of us, rich and poor, in a world under harsh stress: environmental, economic, and social.

Happy New Year.

(But wait! "Hope springs eternal in the human breast." Check back next week....)

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

December 17, 2007

Prisoners in the Digital Panopticon: The Experience of Constant Surveillance -- Or, When Bad Things Beckon to Good Designers

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Posted by Bob Jacobson

PanopticonThe Panopticon was 18th-Century English philosopher Jeremy Bentham's concept of the ideal prison. It consists of two components: a central tower in which the jailers reside, invisible to the prisoners; and a ring of cells around the central tower in which the inmates toil, behind bars that do not, however, obstruct the view of the jailers into each and every cell. We live in a Digital Panopticon.

French social critic Michel Foucault based his theory of self-censorship as a means of social control on the Panopticon. Commenting on Bentham, he wrote:

...The major effect of the Panopticon [is] to induce in the inmate a state of conscious and permanent visibility that assures the automatic functioning of power. Bentham laid down the principle that power should be visible and unverifiable. Visible: the inmate will constantly have before his eyes the tall outline of the central tower from which he is spied upon. Unverifiable: the inmate must never know whether he is being looked at at any one moment; but he must be sure that he may always be so. In order to make the presence or absence of the inspector unverifiable, so that the prisoners, in their cells, cannot even see a shadow.

Foucault then observed that in contemporary society, the media, our means of communication, have become a modern form of the Panopticon, with most of us in the prisoners' ring. Foucault died before the Internet became a reality. Had he lived to see the excesses of personal revelation and voyeurism associated with Internet use, he would have considered his theory proven a million-fold. The Internet has become our Digital Panopticon. Powerful interests can invisibly record and analyze our every conversation, domestic and international -- and without the force of law to restrain them or, as in the case of the Bush Administration, with active encouragement to violate the law -- they do so, often.

Today, a filibuster took place in the U.S. Senate, led by Connecticut Sen. Christopher Dodd. You probably didn't hear about it watching TV, reading the or listening to the radio this weekend. If you had, you'd have known that what was at issue was a request by President Bush to grant AT&T neé SBC and Verizon -- two oligopolists that control most of this nation's telecommunications links, including the Internet's “backbone” fiber -- legal immunity from charges that they conspired with the National Security Agency to illegally supply the NSA with real-time and archival access to telephone calls, email, and all other forms of digital communications. Only Qwest, the third oligopolist, resisted the urge to collaborate without a judicial warrant. Those familiar with SBC (formerly Southwestern Bell, which acquired the shell of AT&T and then took its name), will not be surprised: it's long enjoyed playing sheriff, ever eager to participate in law enforcement, sometimes almost without being asked. Verizon's capitulation is no surprise, either: as General Telephone, junior partner to the Bell System, it always toed the prevailing Bell line. Now it's AT&T's line. Nothing's changed.

Dodd's filibuster succeeded! When time ran out and the Senators began wanting to go home for the holidays, Senate President pro tem Harry Reid pulled the FISA (Foreign Intelligence Surveillance Act) with the offending provision. The President says, if you're a huge corporation -- a more powerful element of the modern industrial state than the government that supposedly regulates it -- you can illegally collaborate with giant spy agencies to deprive Americans and those with whom they communicate, here and abroad, of their privacy...the essential condition of free and honest speech. What will the Senate say when it eventually gets to vote, after the New Year?

Speaking with colleagues and friends here and overseas, I'm made aware more frequently than I'd like that we share a Dark Secret: we're being snooped, we know it, and sheepishly, we live with it. We are being snooped by corporations, we are being snooped by government, and in a figurative way, we are being snooped even by each other. It's become big business for startups to devise ever better ways of disrobing oneself in public view and conversely, being able to spy on one another. Many technologists and interaction designers are making careers of creating ever more invasive technologies and enabling their ease of use.

Our every utterance and writing, even our very ideas, can be swept up by a giant vacuum cleaner wielded by private interests and an oppressive government, working in collusion, apparently without fear of prosecution. Nothing can be done about it if the law cannot prevail. What's the effect on free speech and honest discourse of being surveilled, geospatially tracked, and represented by thick, information-rich dossiers kept secret from us? We all know the answer...and it isn't pretty, democratic, or much of a future. The new American experience of constant surveillance is deadening. And it will take only one insane President, someone out of touch with America's democratic ideals or enthralled by religious quackery, to put the machinery of surveillance to truly evil use. For all we know, it's already our reality. Why did I disconnect from Twitter and Spock? Maybe because, even if I'm as vulnerable as before, I don't want to aid, abet, or encourage others to exploit my personal information in untoward ways. I'm protecting my property and their souls. Plus, I'm not a techno-lemming.

Stealthy surveillance makes a mockery of our best designs. Take the iPhone, an icon of innovation: sold by Apple, that paragon of freedom, into the monopolistic grasp of AT&T, snitch to the most powerful. How can you design for a better tomorrow when the very things you design are put to such terrible use today? The Nazis had good design, too.

Where, today, were the voices of the web developers, designers, technologists, ethnographers, and other technologically smart and socially sophisticated individuals and their professional organizations as our communication birthright went on the auction block? There will be more votes in the Senate and the House. Live your life like you design for it. Speak out for corporate accountability, for privacy, and for freedom of speech. It's your turn now.

Comments (1) + TrackBacks (0) | Category: Commentary | The Practice of Experience Design

November 19, 2007

Confronting the authenticity conundrum: A review of Authenticity, by Gilmore and Pine

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Posted by Bob Jacobson

ImgbookauthenticityAuthenticity: What Consumers Really Want, by James Gilmore and Joseph Pine II, Harvard Business School Press, 2007

Authenticity is an ambitious volume by Jim Gilmore and Joe Pine, authors of the 1999 marketing classic, The Experience Economy: Work is Theater and Every Business a Stage. Authenticity is an important, simultaneously prescriptive and cautionary addition to the rapidly growing corpus of literature on experiential marketing. Much of this literature is trivial. This book is first-rate. But also challenging. Despite its business-book style, it's not an easy read: you have to pay attention.

Authenticity, as other reviewers have noted, features an impressive encyclopedic review of corporate attempts to create good experiences for their customers. Gilmore and Pine also proffer copious advice on how to assess a company's current authenticity; the art of “placemaking,” creating unique sites for the expression of authenticity; and most scientifically, how to become measurably authentic. But Authenticity's importance isn't as a how-to book: the more concrete its recommendations, the more speculative they feel. That's because pedagogically, Authenticity is a collection of truly interesting hypotheses, the proofs for which are anecdotal, not scientifically tested theories. (Gilmore and Pine may possess testable data and actual scientific proofs; but if so, they're only accessible to paying clients, a universal problem for consultants touting theoretical insights.)

In their largely observational The Experience Economy, Pine and Gilmore describe the evolution of product-marketing embodiments in this way:

Commodities -> Goods -> Services -> Experiences -> Transformations

In today's sophisticated business environment, commodities, goods, and services are virtually indistinguishable as competitive offerings. Marketers must now generate experiences by in order to reach customers jaded by too many marketing claims and information overload.

Their message in
Authenticity is more directive. Transformations, which bond companies and customers irrevocably, occur only when authenticity -- customer self-identity and the brand experience -- are total. They're beyond intentional design. But at the highest level of manipulable reality, the generation of experiences, the higher the degree of authenticity, as perceived by customers, is the critical differentiating factor in the quality of experiences that companies offer to their customers.

Authenticity, however, is a fluid quality, difficult to acquire and even more difficult to retain. Every situation is unique and requires special treatment. To establish overarching principles and rules, the authors' arguments range far afield, involving quantum physics, existentialism, psychology, heuristics, and architecture and design. Highly complex, these arguments rely on pages of footnotes set in small type (which most business readers will ignore -- but which I found evocative and insightful). It will be tough for most lay persons to apply Authenticity's methods. Which is why this book will probably be more popular among the consultants who are hired to turn its dictates into practice.

It's Authenticity's subtext that's makes it a must-read for everyone else. Ultimately, and not surprisingly, even as clever as Jim and Joe are, they hit a logical wall when they try to make marketing and authenticity compatible -- a project comparable to mixing oil and water. This constant contradiction troubled me from the book's first page to its last. If the authors were writing science fiction, a story requiring the heroes to exceed the speed of light would be fine. But Gilmore and Pine's prescriptions in
Authenticity are meant for marketing managers who can barely manage brands, let alone contradictory logical types and confusing syllogisms. (In The Experience Economy, the authors took a simpler line, making their principal argument in considerably fewer pages. I wish they'd done the same in Authenticity.)

For most readers, this book will serve as a significant historical marker in an age of commerce when, as the authors observe, the “real” and the “fake” have become completely transferable, substitutable, and indistinguishable. It's an energetic, intellectual, neo-Aristotelian romp through the land of make-believe concocted by marketers, designers, creative directors, retailers, real estate developers, and by a public only too willing to believe the unbelievable. The authors' argue among themselves as often as they do with the charlatans and mediocre impresarios of experience. Their sincere attempt to come to grips with the authenticity conundrum is moving.
Authenticity is a manifesto for our time that can't be ignored.

Comments (0) + TrackBacks (1) | Category: Commentary | ED Projects of Note | The Practice of Experience Design

November 15, 2007

'Fill 'er up!“ as a customer experience, or, How I Learned to Stop Worrying and Love Big Oil

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Posted by Bob Jacobson

Red Gas PumpThe price of sweet crude oil futures is nearing a $100 high-water mark that will inevitably result in social sticker shock, followed by resentment everywhere except among the OPEC nations. Marketers and brand managers of gasoline and other consumer petroleum products will be busier than ever. My best guess: Big Oil's customer-experience sycophants will portray Big Oil, a closed, self-serving global cartel ready and willing to use any means to defend its economic privilege and political power, as "people like us." "We're all in it together!" "Like the rest of us, Big Oil is a victim of circumstances beyond its control." "Big Oil's members are good citizens doing their best to maintain our accustomed lifestyle AND protect the environment." Watching the flood of corporate TV ads, I sense the din's already begun. (But where's the tiger? Where's the Happy Engine?)

Downstream oil companies long ago understood the value of positive and negative “customer experiences.” In the post-WWII America, they joined with the then-Big 3 automakers to promote unbridled driving (“See the USA in a Chevrolet!”) as a positive customer experience. Simultaneously, with help from the automakers and tire manufacturers, they worked hard to make the use of public transit as unpleasant a customer experience as possible -- ultimately, by getting cities to tear out the efficient tramways that once got commuters to work without driving. This dual strategy successfully (a) equated driving a car with personal freedom, turning the phrase, “the open road,” into a kinetic metaphor for the First Amendment; and (b) made transportation policymaking a wholly inter-corporate process (except for the taxes collected by a villainous government to finance necessary infrastructure: the highway, roads, and parking).

Today, however, Big Oil's customer experience people must be working overtime. First, there's the visceral experience we have of crude oil's skyrocketing price, leading to our future experience of rapid, continuous, unprecedented price hikes at the pump. Second, there's the physical experience, conveniently camouflaged by TV ads filmed in scenic national parks, that most time spent in automobiles, in the US, is dead time. (Over on The Oil Drum, the best blog about Peak Oil -- our historical era, in which demand for petroleum exceeds supply -- I read a quote that Americans spend literally billions of hours each year idling at red lights and in traffic jams.) Third, there's our uneasy awareness, fed by scientists and our own environmental experience, that automobiles run on oil account for nearly a fourth (or more) of all CO2 emissions and thus, cataclysmic global warming. Fourth, there's the knowledge, the cognitive experience, that American policy and policymakers, from the President and Congress at the top, down to local traffic planners, are enslaved by the Big Oil/Automobile & Trucking/Highway Construction Establishment -- and that there's no escape in sight. These are pretty negative customer experiences.

Big Oil, to preserve its leading role in our society, is working hard to generate more positive customer experiences. “Empowerment”: pump your own fuel, at your own convenience. (Bonus: it costs less in labor.) “Green”: Standard Oil, a multi-multi-billion-dollar a year global oil enterprise, proudly announces it's generating enough eco-energy to power a city of seven million. (About a third of LA County.) “A Better Future Through Big Oil”: BP is proud of its plan to invest in eco-energy. It's plan. Sometime. Funny, I haven't yet heard anything from Big Oil's customer experience experts about walking or riding a bike, taking public transit, or simply driving less.

Joe Pine and Jim Gilmore in their fascinating new book, Authenticity (which I'll be reviewing here later this week), decry this sort of bleating as “Fake/Fake authenticity” -- in other words, inauthenticity, worse than not saying anything at all. The pitches are false and they're perceived to be false. The problem is, Big Oil doesn't really care. Perhaps its silence would be taken as the most inauthentic thing of all, so used have we become to the oil industry's blaring self-promotion and take-no-prisoners attitude in terms of getting its way.

I thought I might carry out a collective exorcism and call out all those strategic marketers, ethnographic and market research firms, and customer-experience designers who lend their expertise and earn their livelihoods (and a good deal more) from this in-vain effort to turns sows' ears into silk purses. Shame them into renunciation of their wage slavery. (I too once fed at the teat of Big Oil myself, leading a startup whose software products Big Oil coveted. But as I've learned, there's life after Big Oil.) The task proved too immense. It would be a lot easier to list the relatively few professionals who refuse to serve the Petro Beast.

But what's the point? It's just one more customer-experience racket we endure for the sake of denial, like Big Media, the Military Industrial Complex, and The National Exceptionalism Myth. When the oil's gone, it's gone. And that will be the end of it. And us?

(Image: Big Red's Place)

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

November 5, 2007

“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.

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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!...

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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)

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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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September 4, 2007

An odd little book: Everyday Engineering: What Engineers See, by Andrew Burroughs

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Posted by Bob Jacobson

Everyday EngineeringEveryday Engineering: What Engineers See, by IDEO engineer Andrew Burroughs (Chronicle Books 2007), is an odd little book -- and I do mean odd, it's almost completely pictorial; and little, about 4“ x 6”. It's now part of my permanent collection of design books worth keeping. Why? Because it's a perfect evocation of, as the subtitle says, how engineers see the world of everyday life: as an assortment of things -- objects, assemblages, and machines -- maintained in relation to one another by unseen forces, both manmade and natural.

Over time, these relationships are altered -- the objects' purposes are sometimes defeated and at other times improved -- in ways that designers and engineers can't always predict. It's the engineers' responsibility, however, to anticipate these vagaries, to make these arrangements work and keep on working -- or if things go really out of kilter, to shut them down and replace them. One would like to think that designers -- a term I use broadly, to include professional designers but also architects, carpenters, industrialists, and other de facto designers -- are the engineers' equal partners in this pursuit. But as the prolific photographs that constitute the main content of Everyday Engineering illustrate, too often this isn't the case.

Everyday Engineering is a study in visual literacy. Burroughs' foreword and brief introductions for its 17 chapters are too short to fully explain his meanings in every sense. (Part 1 focuses on Creation, Part 2 on Degradation.) I would have liked more of Burroughs' insights and recommendations for how everyday artifacts, machines and processes, should be created and maintained. Instead, he's assembled hundreds of full-color photographs to make a persuasive case for more advance thought on the designers' part before they foist their inventions on the engineers who must convey them to the public. Some are close-ups of obscure elements, others broad landscapes; most are portraits of things.

Yet it's the unforeseen forces that most need to be elucidated. These are largely implied in the photographs, not explicit. This may be the nature of everyday environments and the their elements, but the delightful website, How Stuff Works, is a more accessible guide for those whose curiosity about everyday life requires more than Burroughs the engineer's visual lyricism. (HSW is about more than engineering. It ranges across mythology, biology, physics, media -- you name it, it lives up to its title.)

Published by Chronicle Books, at $29.95, Everyday Engineering is pricey. (Amazon.com currently discounts it to $19.77.) The cover is stylish but impractically constructed of black paper that doesn't resist stains. The pages, however, are substantial. I liked very much the press kit that accompanied Everyday Engineering: it provides a context that increases the reader's appreciation for Burroughs' accomplishment. Perhaps Chronicle Books or IDEO will see fit to incorporate the press kit in a website that allows Burroughs and his readers to more fully explicate their take on everyday engineering and its future.

I'm placing my copy of Everyday Engineering next to my copy of the 25th-Anniversary Edition of Vintage Books' Tao Te Ching, translated by Gia-Fu Feng and illustrated with photographs by Jane English. The two books' classy illustrations are yin-yang representations of the manmade world and the natural world, respectively. The contrast is remarkable. “Designing with nature” has a long way to go.

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April 23, 2007

Edward Castronova announces Ludium II, a Conference-Game on Virtual Worlds and Policy

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Posted by Bob Jacobson

Header01Professor Edward Castronova has announced Ludium II, a conference built around a game that will examine virtual worlds and possible policy responses. It's part of his continuing groundbreaking work at Indiana University's Synthetic Worlds Initiative.

According to Ed, the reigning sage of online-game economics and policy,

The consensus Platform will emerge from the game CONVENTION that has been designed specifically to help disparate groups of people come to common understandings. The game, designed by Studio Cypher LLC, puts conference attendees in the role of delegates to a political party convention whose objective is to hammer out a common platform. CONVENTION’s incentives will lead the group to a set of policy recommendations believed by most participants to be important, sensible, and feasible.

The rules of the game are available at http://arden.blogs.com/swn/2007/03/ludium_ii_annou.html.

What a great idea! After all, isn't all policymaking a game to win, in real as well as virtual worlds?

The Ludium II conference and game will take place June 22-23 at Indiana University. Registration starts today. For more information and to register, visit The Ludium II website.

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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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April 2, 2007

The Experience Is the Product

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Posted by Paula Thornton

When you can't seem to find the right words to explain what experience design is all about and how it fits into business, point your conversation partner to this fast-paced 4 minute video of Peter Merholz describing the what's important to consider -- how customer experience is something beyond the product itself.

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March 16, 2007

More on my search for cases of exemplary experience designs

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Posted by Bob Jacobson

Festivals-Of-IndiaEarlier, I posted an invitation to readers, to make me aware of exemplary experience design projects for possible inclusion in my book-in-progress.

I forgot to add an important category:

Pageants, Festivals, Rituals, and Spiritual Places and Experiences

Please keep this one in mind, as these phenomena are often the most intense expressions of intentional design for experience. Thank you, and special thanks to those of you who've already submitted very interesting prospective cases. I'll review them and get back to you over the weekend.

(Illustration: Festivals in India)

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February 28, 2007

"Making Meaning": Nathan Shedroff interviewed by Steve Portigal on Core 77

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Posted by Bob Jacobson

Broadcasts ShedroffNathan Shedroff, a good friend and author of the first (and so far, only) book on holistic experience design -- aptly entitled, Experience Design 1-- is interviewed by Bay Area ethnographer Steve Portigal on the ever informative design portal, Core 77 (link here for the MP3, 47MB). From the Core 77 introduction:

Nathan Shedroff, experience design guru, author of the seminal Experience Design 1 and co-author of Making Meaning: How Successful Businesses Deliver Meaningful Customer Experiences, sits down with Steve Portigal in San Francisco to talk about the experience and design of experience design. Seriously.

Shedroff's definition gets things started: “Experience design is an approach to design, and you can use that approach in pretty much any discipline—graphic design or industrial design or interaction design, or retail design. It says the dimensions of experience are wider than what those disciplines normally take into account. And if you think wider—through time, multiple senses and other dimensions—then you can create a more meaningful experience.”

And he follows it up with the 5 levels of significance:

1. Function (“Does this do what I want it to do?”)
2. Price (“There are lots of cars out there to get me from point A to point B”)
3. Emotion (“That's where lifestyle is engaged. How does this make me feel?”)
4. Identity or Value (“This is subconscious: ”Would I be caught dead with this?; am I a Nike fan, or an Adidas fan?“)
5. Meaning (Not ”Is this me?“, but ”Does this fit my reality?“ ”Does this even fit inside the world as I perceive it?“)

Nathan addresses his talk mainly to commercial designers, but it has universal application to all design disciplines and practices. I understand from Nathan that he's contemplating republishing his book online, in an easier to read format. Nathan: please do!

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February 7, 2007

Fake Authenticity: Ersatz Experience, The Next Big Thing

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Posted by Bob Jacobson

ERSATZ Notwithstanding the imminent Second Coming of Authenticity to the experience economy, where all the world's a stage, a long line of modern philosophers, from Husserl and Nietsche through Heidegger and Sartre, have had a lot to say about what true authenticity is all about -- and it's not about pushing product, making sales, collecting votes, gathering converts, or creating good vibes. It's about being in the world, authentically. Which is harder to do than it sounds, especially as one tries to navigate among all the clever invention and meanings passed off as the real thing.

But slogging through their work on ontology and phenomenology may be difficult for a generation of marketers -- self-designated “user experience designers,” “customer experience designers,” and just plain “experience designers”-- raised on Truth as revealed by TV anchormen and NY Times columnists; or more recently, rap music, the Internet, and the wisdom of the crowds (i.e., bloggers like me).

Hermenaut LogoSo I was delighted to discover an article on Hermenaut, the Digest of Heady Philosophy, by Joshua Glenn, “Fake Authenticity: An Introduction.” It appears in Issue 15 of the Hermenaut, which explores Fake Authenticity in the context of the writings of science-fiction writer Philip K. Dick, whose short stories inspired such iconic films as Bladerunner and