Experience in
Interaction Design
Engagement <-> Information
Scripted <-> Emergent
Spectacular <-> Functional
Singular <-> Common
Peter Dalsgaard
2009-08-10
Digital Urban Living
Peter Dalsgaard
Experience-oriented interactive projects
Tensions and challenges
Designing Engaging Interactive Environments
- A Pragmatist Perspective
Aarhus by Light
Climate on the Wall
Warsaw MoMA
Industriens Hus
Dansk Design Center
New Urban Areas
The Danish Pavillon
“How can we conceptualize the design and use
of engaging interactive environments?”
(1) A conceptual foundation
(2) Means for design and design reflection
(3) Prototypes and installations
Information Architect at M3 / Grey Direct & Interactive
Consultant at the Danish Center for Accessibility
Internal Consultant at CCI Europe
Project Manager at Bestseller
Freelance consultant
Interaction Design
Experience Design
Innovative Design Processes
Mixed Reality
Knowledge Sharing
Interactive Communities
Computer-Supported Collaborative Work
Background
Professional
Research
Aarhus University
Information & Media
Studies
CAVI
Digital Urban Living
Combining understandings of design and use
Design strategies that promote engagement
Experiential aspects of digital urban living
Statements
"The bottom line is a city that responds to the behavior of its users in something close to real time, and in turn begins to shape that behavior."
- Adam Greenfield
"The way the street feels may soon be defined by what cannot be seen with the naked eye"
- Dan Hill
"the study of the precise laws and specific effects of the geographical environment, consciously organized or not, on the emotions and behavior of individuals."
- Guy Debord
"a whole toy box full of playful, inventive strategies for exploring cities...just about anything that takes pedestrians off their predictable paths and jolts them into a new awareness of the urban landscape."
Psychogeography
4 years, €6.5 mill. (€2.2 mill.)Danish Council for Strategic Research / KINO
Information & Media Studies, AU
Aarhus School of Business, AU
Danish School of Journalism / UPDATE
Alexandra Institute
Municipality of Aarhus
Central Denmark Region
3XNielsen
Århus Stiftstidende
AFA JCDecaux
The Animation Workshop
Moesgaard Museum
Skive Kunstmuseum
Digital technologies are changing the city as we experience it
- as well as how it is shaped
Virtual interactions are more vivid when based on material reality of some kind
Archigram (1950s and '60s): The city as event
- even architecture becomes event (eg. Bilbao)
References
Trajectories <-> Instances
Maps for design reflection
Design space explorer
Design strategies
Staging urban atmospheres
Current research
Peepholes
The concept of experience
Pragmatism and engaging experiences
Experiential design
Engagement - a mode of experience
Experiencing the built environment
(80-15 BC):
De Arcitectura
Three qualities of architecture:
Firmitas - Strong
Utilitas - Useful
Venustas - Beautiful
Alain de Botton:
The architecture of happiness
Daniel Liebeskind's
Jüdisches Museum, Berlin
Donald Norman
Three values of design
Practicality
Usability
Aesthetics
- Designing pleasurable products
- Identifying potentials in the situation
- uncovering existing values and qualities
- discussing and articulating new values and qualities
- integrating values and qualities into the design process
- exploring the potential of interactive technologies to bring
about these values and quailties
- reflecting upon how the ongoing development and dialogue
transforms the values and nd qualities
Approaches to experience in interaction design
Enchantment
Flow
Conflict
Disgust
Happiness
Lust
Particular types of experience
Depth and unfoldedness
The creative and transformative process we undertake in order to change an incoherent or undesirable situation into a meaningful and unifying one by employing our own repertoire of knowledge and competences as well as resources in the situation.
Inquiry
Temporal unfolding
Dialogue
Working with values and experiential qualities
Means of engagement
Considerations
What are the characteristics and qualities of the setting?
How does the installation relate to these qualities?
How can the intended experiential qualities of the installation be articulated?
How can the qualities be represented and integrated in the design process?
How does the experience of the installation unfold in time?
Is it an experience of flow or disruption?
How does this experience tie into the past and future experiences of users?
Peepholes
Resources that inspire engaged interaction and serve as instruments for scaffolding the experience of engagement
Means of engagement have a twofold nature:
they both frame experience and as means of transforming it
Situated phenomenon
Situation
Qualities
Interaction
Vitruvius
Three qualities of architecture
Firmitas
Utilitas
Venustas
Fallingwater
Frank Lloyd Wright
Donald Norman:
'attractive things make people feel good, which in turn makes them think more creatively. How does that make something easier to use? Simple, by making it easier for people to find solutions to the problems they encounter.'
Attractive > Good mood > Creativity > Better problem solving
EXPERIENCE: A SEMANTIC CAN OF WORMS
Serendipity
Engagement
New ways of thinking and doing
How we express ourselves
How we perceive
How we inquire
How we comprehend
How we analyse
How we do
How we interact
"to determine the nature of montage is to solve the specific problem of cinema."
Methods of montage:
1. Metric
2. Rhythmic
3. Tonal
4. Overtonal
5. Intellectual
'things should always be designed with reference to their next larger context'
- Eliel Saarinen
'Designing for one person creates tight end-to-end services. But few companies control the complete end-to-end, and in fact, customers (people!) are wary – it’s normally an excuse to bleed more money out of people more regularly (“we can sell a product and a subscription!”) and to lock people in (how do you get your data our of Nike+?)'
- Chris Heathcote
If absolutely top-shelf design organizations like IDEO and Apple are unable to fully encompass the challenges of everyday life in the real world, how will the rest of us fair? Isn't it better, then, to open these systems up—to provide the APIs and other hooks that would allow people to configure them to their own liking?
- Adam Greenfield
Experiential design in open and closed systems
Experience design:
A product's 'entire lifecycle with a customer,
from before they perceive the need, to when they discard it.'
- and perhaps even after they discard it.
Scalability of experience
Service design
Expanding the role of the designer
Service design
Primacy of practice
Emergence
Interaction
Experimentation
Situation
Inquiry
Transformation
Technology
Experience
John Dewey
Situation
Inquiry
Transformation
Technology
Experience
Pragmatism
The potentials of interactive technologies
in framing particular experiences
Combining understandings of design and use
Design strategies that promote engagement
Experiential aspects of digital urban living
Current work
What is experience, and how is it approached
in the field of interaction design
A particular perspective on experience
that has inspired my own work in interaction design
Interaction design
The design of interactive systems, installations and products
The interfaces through which we interact with them
The ways in which these interactions are framed
The experiences that arise in and from interaction
The specific potentials and challenges of interactive systems
Interaction design research
Research in design
Research on design
Research through design
Vitruvius
Design strategies
- Defining, modifying, expanding new or existing theories of experience
- Approaching interactive systems from aesthetics and cultural studies
- Exploring the experiential potential of interactive systems on the basis of existing types of media
- Experimenting with new technologies and finding out how they change our experiences
challenges
pervasive computing
beyond the workplace
from function to experience
Systems development
Human-computer interaction
In many respects overlapping,
or two words for the same thing
emphasis on design
and the design of interaction
rather than solely of interactive systems
Perspectives and future work
Experiential aspects of interaction and design
Developing the pragmatist perspective
Mapping innovative interaction design processes
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