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Transcript of Mundane Singularity
out !! ?! Claudio Moderini & Dusan Dojic
Master in I-Design 2010
http://www.domusacademy.it/interactiondept we are all
Evidences Internet of Things and Cloud Computing, Operating Systems and Tangible Interfaces, Social Media and Digital Tools: all these terms, emerging from the contemporary INTERACTION DESIGN JARGON, show design natural tendency to combine the TECHNOLOGY DRIVEN fascination for finding always new ways to control and manage DIGITAL FEATURES, with the HUMAN DRIVEN attitude that emphasizes both PHENOMENOLOGICAL and TANGIBLE aspects.
The research framework called INTERNET OF SERVICES proposes a novel perspective, both theoretical and technological, for the design of services based interaction design solutions that cross digital and physical dimensions.
The main assumption of IOS is, that there are already so many SERVICE FUNCTIONALITY available on the web, that the focus should shift from designing new features, to designing both the technological PLATFORM, the INTERACTION MODALITIES (actions, gestures, flows) and correspondent INTERFACES (tools, devices, appliances) that permit to users to combine and use service features according to their needs.
The core of an IOS world is based on the possibility to aggregate existing DIGITAL SERVICES (from different service providers) while providing users with unique, consistent TOUCH POINTS (tangible and digital) in order to orchestrate PERSONAL SERVICE EXPERIENCE. 1. What’s Here/Next in the Interaction Design World In line with IOS, MUNDANE SINGULARITY is emphasizing the role of interaction modalities and interfaces in supporting everyday life activities with a subjective touch. This active role becomes more and more relevant if we consider highly specialized activities and/or users with special needs.
Often, speaking about users, we are looking at what people have in common, in order to provide solutions that cover the broadest RANGE of needs. Sometimes we are focusing on super users in order to explore the level of DETAIL and of complexity.
Designing for singular user means to focus on DIVERSITY, on what makes the experience special for THAT specific PERSON.
A SINGULAR USER IS the one that has a specific need, such as a person with limited mobility that is organizing a travel with his family, but also anyone with a personal goal, such as an overweight person that wants to follow a diet or an extreme sportsman that is training for the next exploit.
Singular users are difficult to predict, the nature of their interactions relies strongly on the combination of personal ATTITUDES, ABILITIES and HABITS. Moreover, they evolve in time, requiring keeping the solutions open, in an ALWAYS BETA mode. 3. From Users to Super Users, to Singular Users in conjunction with Fondazione Bruno Kessler
http://i3.fbk.eu Aggregating Service Features Service Journey Service
Cycle 1. 2. 3. 4. 5. Aim of MUNDANE SINGULARITY is to design a solution in which the combination of SERVICES and PERSUASIVE INTERFACES that by means of design techniques such as SCENARIO of USE, USER PROFILE/PERSONAS and ACTIVITY FLOWS permits to:
*identify which are the potential SERVICE INTERVENTION AREAS starting from a USER POINT OF VIEW - observed and emerging needs - but also considering its intersection with SOCIAL INTERESTS, RESOURCES, so as STRATEGIC and BUSINESS dimensions;
*identify the SPECIFIC categories of SINGULAR USERS that can take advantage by applying the MS approach and to consider the different ways in which they can be integrated (not isolated) in the ACTIVITIES carried out by their network of people (family, friends, co-workers etc.);
*design for a specific user a SINGULAR INTERFACE (or a set of interfaces) that maximizes highly specialized and specific needs, taking into account the context of use, the personalization, and the specific characteristics of the user (attitude, constrains, interaction style etc.) 5. Design challenge/objectives The interaction between users and services can be described as a CYCLIC sequence of small interactions, each of which plays a fundamental role in shaping the overall SERVICE EXPERIENCE.
Very often the cycle is based on dependencies: in order to gain access to a certain phase, users should have cleared the previous stages in the interaction flow, till the completion of the cycle.
Within IOS framework focussing on EXPERIENCE means to give a particular value to the USERS in their being, first of all, human beings, then users, spectators and/or actors of an interaction process that evolves continuously.
An interesting model that can be applied to any service is the one developed by the Doblin Group. In this model the so called compelling experience evolves through a cycle that evolves around three main phases - ATTRACTION (it calls to you), ENGAGMENT (you forget time) and EXTENSION (you want to relieve it) - that can be further articulated in a number of different sub-phases in relation to the specific service interaction flow. 2. Service Experience Cycle and Evidences Every interaction with a service generates an EVIDENCE, that according to the specific service functionality can be a ticket, a booking coupon, a data report etc. Evidences are the interaction mediators, they are the results of the interactions between the user and the service, and evolve as the user proceeds through the different services touch-points, tracking the advancements in the service journey;
In synthesis, a COMPELLING service experience is MUNDANE, because it is based on common everyday expectations, and SINGULAR, because every user, or better every person, has specific needs, desires and attitudes. In order to satisfy users’ needs, touch-points and interfaces have to guarantee continuity, consistency and standardization both in the interactions and in the technological infrastructure, while supporting extreme personalized and customized interaction paths.
SERVICE INTERFACES, by way of their physical presence, are interactive LANDMARKS in the MUNDANE LANDSCAPE, providing a seamless AWARENESS about the processes they monitor, and at the same time offering the most appropriate features when needed.
MORPHIC INTERFACES adapt dynamically their features, so as the interaction modalities, in relation to the context of use, to the activity the user is carrying out, to the intentions of the users and to their characteristics.
Designing for Singular Users means to create solutions able to establish a LONG TERM relation, capable to LISTEN, by recognizing, capturing and recording PERSONAL INFORMATION, but also able to exploit their PERSUASIVE ATTITUDE, in order to support, trigger, and orientate personal behaviors, aligned with user’s objectives and intentions. 4. Tangible/Graspable Interfaces with a Persuasive Attitude I'm angry I prefer the ipad $%! Let's go for a ride and what about culture?