HDD2100HistoriefortellendingIDigitaleMedier
1
What is an Experience?
Examining the need for
experiences and what it means
for designers.
HDD2100HistoriefortellendingIDigitaleMedier
2
1. The Need For Experiences
Why we crave for experiences.
HDD2100HistoriefortellendingIDigitaleMedier
3
EXPERIENCE
Life As The Sum of
Experiences
Images Our lives are filled with moments that we remember like a concert, a first kiss, a jump off the cliff into the sea or a long trek to watch a sunrise.
HDD2100HistoriefortellendingIDigitaleMedier
4
EXPERIENCE
Life it is not just a series of calculations and a sum total of
statistics, it's about experience, it's about participation, it is
something more complex and more interesting than what is
obvious.
Daniel Libeskind
Renowned Polish-American Architect
‘
’
Life As The Sum of
Experiences
HDD2100HistoriefortellendingIDigitaleMedier
5
EXPERIENCE
The Experience Economy
Images Many of us belong in the time-starved generation where our lives are so filled with the humdrum of getting things done that we
actively seek out experiences to feel alive and be a part of something larger.
HDD2100HistoriefortellendingIDigitaleMedier
6
EXPERIENCE
The Experience Economy
Millennials are prioritising their cars and homes less and less,
and assigning greater importance to personal experiences -
[…] renting scooters and touring Vietnam, rocking out at
music festivals, or hiking Machu Picchu.
Uptin, S. (2016) Millennials Are Prioritising Experiences Over Stuff, CNBC
https://www.cnbc.com/2016/05/05/millennials-are-prioritizing-experiences-over-stuff.html
[accessed 30.08.17]
‘
’
HDD2100HistoriefortellendingIDigitaleMedier
7
EXPERIENCE
The Experience Economy
Design has moved from its origins of making things look
attractive, to making things that fulfil true needs in an effective
and understandable way… to the enabling of experience. Each
step is more difficult than the one before each requires and builds
upon what was learned before.
Donald A. Norman in a commentary post from User Experience and Experience Design by Marc Hassenzahl
(2011)
Source: https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-
ed/user-experience-and-experience-design
[accessed 17.08.17]
’
‘
HDD2100HistoriefortellendingIDigitaleMedier
8
An experience is […] as real an offering as any service, good, or
commodity. In today’s service economy, many companies simply wrap
experiences around their traditional offerings to sell them better. To realize
the full benefit of staging experiences, however, businesses must
deliberately design engaging experiences that command a fee.
Pine, J. (1998) Welcome To The Experience Economy. Harvard Business Review
https://hbr.org/1998/07/welcome-to-the-experience-economy
[accessed 17.08.17]
‘
’
EXPERIENCE
The Experience Economy
HDD2100HistoriefortellendingIDigitaleMedier
9
EXPERIENCE
The Experience Economy
Images Our in flight experience is one common example where a service is repackaged and
marketed as an experience but is still designed from a function, logic and cost effective position
rather than what customers want.
HDD2100HistoriefortellendingIDigitaleMedier
10
EXPERIENCE
The Experience Economy
Images The music industry is a case study of how businesses did not react quick enough to
changing times and suffered huge financial losses. Now they are struggling to find profitable
business models that put massive strain on their main source of income - the artists.
HDD2100HistoriefortellendingIDigitaleMedier
11
2. What is an Experience?Examining the theory behind
experience.
HDD2100HistoriefortellendingIDigitaleMedier
12
What is An Experience
EXPERIENCING VS. HAVING AN EXPERIENCE
Experience occurs continuously, because of the
interaction of the live creature and environing
conditions is involved in the very process of living […]
Oftentimes, however, the experience had is inchoate.
Things are experienced but not in such a way that they
are composed into an experience […] In contrast with
such experience, we have an experience when the
material experienced runs it course to fulfilment. Then
and then only is it integrated within and demarcated in
the general stream of experience from other
experiences.
Dewey, J. 1984. Art as Experience. (p36-37)
’
‘
EXPERIENCE
HDD2100HistoriefortellendingIDigitaleMedier
13
KEY IDEAS IN HAVING AN EXPERIENCE
• An experience is the result of an interaction between
a person and the world he lives in.
• It is undergone as a process and lived through such
as that meal, that storm or that journey.
• An experience consists of successive events that is
seamless and progressive that creates some effect or
change.
• Events are not simply about understanding
information but engage us by provoking emotions and
reactions such as thought, interpretation or doing
• Each successive event builds to a growing sense of
meaning and reaches an end where there
consummation
• Experience is inherently personal and subjective as
we all experience things differently.
What is An Experience
EXPERIENCE
HDD2100HistoriefortellendingIDigitaleMedier
14
Designing For An Experience
EXPERIENCE
Images Experience is inherently personal - you have might enjoyed a movie, while your friend fell
asleep and another thought it was boring. The same content, same cinema but entirely different
experiences.
HDD2100HistoriefortellendingIDigitaleMedier
15
Designing For An Experience
EXPERIENCE
A singular experience cannot be designed since it is
subjective - everyone experiences something differently.
Instead, we should strive to consider how a design can allow
for an experience to unfold[1] and the type of experience we
would like them to have.
Hassenzah, M., (2011) Experience and User Experience Design
Source: https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-
computer-interaction-2nd-ed/user-experience-and-experience-design
[accessed 17.08.17]
HDD2100HistoriefortellendingIDigitaleMedier
16
Designing For An Experience
EXPERIENCE
The Landscape Designers of
Frognerparken could never
design how it’s experienced. All
they can do is plan for the
sculptures, pavements, benches
and bridges but ultimately the
users - young people, families,
children, lovers, friends, runners,
dog owners - all use the park
differently and have different
experiences. The type of
experiences changes again in
winter when the park is used
differently than summer.Left Different uses of Frognerparken in
Summer.
A PARK AS ANALOGY
HDD2100HistoriefortellendingIDigitaleMedier
17
3. Designing for ExperiencesDesigning with the 5 senses in
mind
HDD2100HistoriefortellendingIDigitaleMedier
18
Designing For An Experience - Sight
EXPERIENCE
SHAPES/FORMS HAVE INHERENT CHARACTERISTICS
Shapes can suggest meaning and has been studied all
throughout design history. Some meanings are derived from
our association to the natural world while others were
instilled over time through cultural practices. Some notable
books are Design and Form by Johannes Itten, and Square,
Circle and Triangle by Bruno Munari. The general accepted
ideas are:
• The circle signifies movement, divinity, love, harmony
• The square signifies tranquillity, safety, enclosure,
stability, strength
• The triangle signifies direction, domination, power
HDD2100HistoriefortellendingIDigitaleMedier
19
Designing For An Experience - Sight
EXPERIENCE
VISUAL QUALITY OF SHAPES AND FORMS
Visually softer forms, taking cue from the circle, are used to
express soft ideas while harder forms, taking cue from the square
and triangle, are used to express hard ideas.
(Rasmussen - Chapter 1 Basic Observations; Mollerup - Vernacular)
Hard forms can suggest power firmness
conviction authority and permanence
Softer forms can suggest vitality,
movement, flow, conflict.
HDD2100HistoriefortellendingIDigitaleMedier
20
Forms with Meaning - Sight
EXPERIENCE
SHAPES AND FORMS HAVE MEANING
Images Mitsubishi ad by Africa Sao-Paolo; Pirelli by Armando Testa; Unbreabkable by Seymour
Chwast, Push-pin Studios; Kinetic Design by Ford; Bottle for Ty Nant by Ross Lovegrove;; Bird’s
Nest by Hertzog De Meuron.
HDD2100HistoriefortellendingIDigitaleMedier
21
Forms with Meaning - Sight/Materiality
EXPERIENCE
MATERIAL AND QUALITIES
Credits (clockwise) Sway by Sack and Reicher + Muller; SunnyHills by Kengo
Kuma; Rain Room by Random International; Susana Solano Exhibition by
Cardaval & Sola-Morales.
HDD2100HistoriefortellendingIDigitaleMedier
22
Credits (clockwise) Haptic Design by Hara Kenya; Multi-touch Gestures by Gabriele Meldaikyte; Haptic
Poster by Maqina; JuicePeel by Naoto Fukasawa; Gel Phone by Panasonic; Haptic Feedback by Masao
Ave
Haptic Design or communication through touch became popularised in the early
2000s with the work of Hara Kenya and influential Japanese designers.
EXPERIENCE
Designing For Interaction - touch
Material and Tactility
HDD2100HistoriefortellendingIDigitaleMedier
23
Designers are actively exploring immersion as an alternative to didactic design. They
question how people can momentarily leave their ‘world’ and become immersed in an
alternate reality.
Credits (clockwise) C8 by Void; Crystal Universe by TeamLabs; Living Digital Space and
Future Parks by TeamLabs; Volume by United Visual Artists; Spectra by Ryoji Ikeda
EXPERIENCE
Designing For Engagement - Sight, Sound, Touch and Smell
HDD2100HistoriefortellendingIDigitaleMedier
24
Designers are changing the way we construct ownership and identity by getting the
users involved in processes such participatory design and user-cantered design.
Instead of designing physical results, many end up designing intangible results such as
services, events or systems.Credits (clockwise) Kapoor of Stories by Participate in Design; Service Design
training at AHO; Campus Martius Park, Detroit by Southwest Airlines.
EXPERIENCE
Designing For Participation - Sight, Sound, Smell, Touch and Involvement
HDD2100HistoriefortellendingIDigitaleMedier
25
Summary
The notion of Design has fundamentally changed over the last
two decades. From the creation of mass produced products
based on what businesses and designers think consumers would
like to have, to the design of things that are meaningful and
enable them to fulfil their needs and emotions - to have
experiences. The question we all are still exploring is: How then
can we design for experiences to make our work meaningful?

More Related Content

PDF
2022 COMP4010 Lecture5: AR Prototyping
PDF
UX design
PDF
Sh*t we should stop saying
PDF
How to Create Your BIG Idea
PDF
Comp4010 Lecture5 Interaction and Prototyping
PDF
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
PDF
Comp4010 Lecture9 VR Input and Systems
PPTX
A Presentation on UI/UX and Design
2022 COMP4010 Lecture5: AR Prototyping
UX design
Sh*t we should stop saying
How to Create Your BIG Idea
Comp4010 Lecture5 Interaction and Prototyping
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
Comp4010 Lecture9 VR Input and Systems
A Presentation on UI/UX and Design

What's hot (20)

PDF
Comp4010 Lecture7 Designing AR Systems
PDF
Using Interaction Design Methods for Creating AR and VR Interfaces
PDF
The Power of Story
PDF
Seven steps to effective thought leadership
PDF
Comp4010 Lecture12 Research Directions
PDF
2022 COMP4010 Lecture3: AR Technology
PDF
1. Design - Intro UIUX Design.pdf
PDF
Evaluation Methods for Social XR Experiences
PPTX
Usability design for pleasure
PDF
The Dictionary of Brand by Marty Neumeier
PDF
Get Book Smart - Building Distinctive Brand Assets
PDF
What is UI/UX Design?
PPTX
Why METAVERSE For BUSINESS in 2023_.pptx
PDF
The Big Idea in 5 Steps
PDF
Collaborative Immersive Analytics
PDF
18 Tips for Creating Beautiful Infographics
PDF
Building a Foundational Tech Stack to Support Your First-Party Data Strategy
PPT
Holographic projections vaibhavp
PPTX
UX for Dummies
PDF
Statistics On The Importance Of Employee Feedback
Comp4010 Lecture7 Designing AR Systems
Using Interaction Design Methods for Creating AR and VR Interfaces
The Power of Story
Seven steps to effective thought leadership
Comp4010 Lecture12 Research Directions
2022 COMP4010 Lecture3: AR Technology
1. Design - Intro UIUX Design.pdf
Evaluation Methods for Social XR Experiences
Usability design for pleasure
The Dictionary of Brand by Marty Neumeier
Get Book Smart - Building Distinctive Brand Assets
What is UI/UX Design?
Why METAVERSE For BUSINESS in 2023_.pptx
The Big Idea in 5 Steps
Collaborative Immersive Analytics
18 Tips for Creating Beautiful Infographics
Building a Foundational Tech Stack to Support Your First-Party Data Strategy
Holographic projections vaibhavp
UX for Dummies
Statistics On The Importance Of Employee Feedback
Ad

Similar to What is an experience (20)

PDF
Danielle Leigh Portfolio 2015
PDF
Danielle Leigh Portfolio 2015
PDF
A broad view on Experience Design
PDF
'Reinventing exhibitions on climate change' at the 2nd Asian children's museu...
 
PDF
Say Cheese!? - Does Dutch Design equal Emotional Design?
PDF
IxD14 London Redux
PDF
Integrative Design Essays And Projects On Design Research Ralf Michel Editor
PDF
"Dive In" Theme Exploration
PDF
Storytelling moscow staff
PDF
What is design thinking and why educators should care about it
DOC
Encuentro Contniental
PDF
Designing Interaction with emotion
PDF
Hack your culture! Design in the age of change
PDF
Eternally Yours
PDF
Eternally Yours
PDF
Design for debate, an introduction to design fiction and my research topic (T...
PDF
ICOM-ITC Relevant forever lecture_vs3
PDF
Trans talk
PDF
Storytelling and digital media
PDF
Innovation and Future Thinking @ IED 2017
Danielle Leigh Portfolio 2015
Danielle Leigh Portfolio 2015
A broad view on Experience Design
'Reinventing exhibitions on climate change' at the 2nd Asian children's museu...
 
Say Cheese!? - Does Dutch Design equal Emotional Design?
IxD14 London Redux
Integrative Design Essays And Projects On Design Research Ralf Michel Editor
"Dive In" Theme Exploration
Storytelling moscow staff
What is design thinking and why educators should care about it
Encuentro Contniental
Designing Interaction with emotion
Hack your culture! Design in the age of change
Eternally Yours
Eternally Yours
Design for debate, an introduction to design fiction and my research topic (T...
ICOM-ITC Relevant forever lecture_vs3
Trans talk
Storytelling and digital media
Innovation and Future Thinking @ IED 2017
Ad

More from Kevin Yeo (11)

PPTX
Grid systems
PPTX
Visual hierarchy
PPTX
Type classification
PPTX
Understanding experience design
PPTX
The power of storytelling
PPTX
Filter bubble
PPTX
Design education
PPTX
Design will save the world
PPTX
Multidisciplinary and boundaries
PPTX
Generalism vs specialism in graphic design
PPTX
Open design
Grid systems
Visual hierarchy
Type classification
Understanding experience design
The power of storytelling
Filter bubble
Design education
Design will save the world
Multidisciplinary and boundaries
Generalism vs specialism in graphic design
Open design

Recently uploaded (20)

PPTX
Drawing as Communication for interior design
PPTX
ENG4-Q2-W5-PPT (1).pptx nhdedhhehejjedheh
PPTX
lecture-8-entropy-and-the-second-law-of-thermodynamics.pptx
PDF
Social Media USAGE .............................................................
PPT
Wheezing1.ppt powerpoint presentation for
PPTX
a group casestudy on architectural aesthetic and beauty
PPTX
3 - Meeting Life Challengjrh89wyrhnadiurhjdsknhfueihru
PDF
trenching-standard-drawings procedure rev
PDF
Humans do not die they live happily without
PPTX
Applied Anthropology Report.pptx paulapuhin
PPTX
UNITy8 human computer interac5ion-1.pptx
PPTX
Bitcoin predictor project presentation
PPT
EthicsNotesSTUDENTCOPYfghhnmncssssx sjsjsj
PPTX
UNIT III - GRAPHICS AND AUDIO FOR MOBILE
PPTX
Arunesh_Kevin Lynch.pptxynynynyunynynynnynyn
PPTX
Necrosgwjskdnbsjdmdndmkdndndnmdndndkdmdndkdkndmdmis.pptx
PDF
Clay-Unearthing-its-Mysteries for clay ceramics and glass molding
PDF
1 Introduction to Networking (06).pdfbsbsbsb
PPT
Unit I Preparatory process of dyeing in textiles
PPTX
URBAN FINANCEnhynhynnnytnynnnynynyynynynyn
Drawing as Communication for interior design
ENG4-Q2-W5-PPT (1).pptx nhdedhhehejjedheh
lecture-8-entropy-and-the-second-law-of-thermodynamics.pptx
Social Media USAGE .............................................................
Wheezing1.ppt powerpoint presentation for
a group casestudy on architectural aesthetic and beauty
3 - Meeting Life Challengjrh89wyrhnadiurhjdsknhfueihru
trenching-standard-drawings procedure rev
Humans do not die they live happily without
Applied Anthropology Report.pptx paulapuhin
UNITy8 human computer interac5ion-1.pptx
Bitcoin predictor project presentation
EthicsNotesSTUDENTCOPYfghhnmncssssx sjsjsj
UNIT III - GRAPHICS AND AUDIO FOR MOBILE
Arunesh_Kevin Lynch.pptxynynynyunynynynnynyn
Necrosgwjskdnbsjdmdndmkdndndnmdndndkdmdndkdkndmdmis.pptx
Clay-Unearthing-its-Mysteries for clay ceramics and glass molding
1 Introduction to Networking (06).pdfbsbsbsb
Unit I Preparatory process of dyeing in textiles
URBAN FINANCEnhynhynnnytnynnnynynyynynynyn

What is an experience

  • 1. HDD2100HistoriefortellendingIDigitaleMedier 1 What is an Experience? Examining the need for experiences and what it means for designers.
  • 2. HDD2100HistoriefortellendingIDigitaleMedier 2 1. The Need For Experiences Why we crave for experiences.
  • 3. HDD2100HistoriefortellendingIDigitaleMedier 3 EXPERIENCE Life As The Sum of Experiences Images Our lives are filled with moments that we remember like a concert, a first kiss, a jump off the cliff into the sea or a long trek to watch a sunrise.
  • 4. HDD2100HistoriefortellendingIDigitaleMedier 4 EXPERIENCE Life it is not just a series of calculations and a sum total of statistics, it's about experience, it's about participation, it is something more complex and more interesting than what is obvious. Daniel Libeskind Renowned Polish-American Architect ‘ ’ Life As The Sum of Experiences
  • 5. HDD2100HistoriefortellendingIDigitaleMedier 5 EXPERIENCE The Experience Economy Images Many of us belong in the time-starved generation where our lives are so filled with the humdrum of getting things done that we actively seek out experiences to feel alive and be a part of something larger.
  • 6. HDD2100HistoriefortellendingIDigitaleMedier 6 EXPERIENCE The Experience Economy Millennials are prioritising their cars and homes less and less, and assigning greater importance to personal experiences - […] renting scooters and touring Vietnam, rocking out at music festivals, or hiking Machu Picchu. Uptin, S. (2016) Millennials Are Prioritising Experiences Over Stuff, CNBC https://www.cnbc.com/2016/05/05/millennials-are-prioritizing-experiences-over-stuff.html [accessed 30.08.17] ‘ ’
  • 7. HDD2100HistoriefortellendingIDigitaleMedier 7 EXPERIENCE The Experience Economy Design has moved from its origins of making things look attractive, to making things that fulfil true needs in an effective and understandable way… to the enabling of experience. Each step is more difficult than the one before each requires and builds upon what was learned before. Donald A. Norman in a commentary post from User Experience and Experience Design by Marc Hassenzahl (2011) Source: https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd- ed/user-experience-and-experience-design [accessed 17.08.17] ’ ‘
  • 8. HDD2100HistoriefortellendingIDigitaleMedier 8 An experience is […] as real an offering as any service, good, or commodity. In today’s service economy, many companies simply wrap experiences around their traditional offerings to sell them better. To realize the full benefit of staging experiences, however, businesses must deliberately design engaging experiences that command a fee. Pine, J. (1998) Welcome To The Experience Economy. Harvard Business Review https://hbr.org/1998/07/welcome-to-the-experience-economy [accessed 17.08.17] ‘ ’ EXPERIENCE The Experience Economy
  • 9. HDD2100HistoriefortellendingIDigitaleMedier 9 EXPERIENCE The Experience Economy Images Our in flight experience is one common example where a service is repackaged and marketed as an experience but is still designed from a function, logic and cost effective position rather than what customers want.
  • 10. HDD2100HistoriefortellendingIDigitaleMedier 10 EXPERIENCE The Experience Economy Images The music industry is a case study of how businesses did not react quick enough to changing times and suffered huge financial losses. Now they are struggling to find profitable business models that put massive strain on their main source of income - the artists.
  • 11. HDD2100HistoriefortellendingIDigitaleMedier 11 2. What is an Experience?Examining the theory behind experience.
  • 12. HDD2100HistoriefortellendingIDigitaleMedier 12 What is An Experience EXPERIENCING VS. HAVING AN EXPERIENCE Experience occurs continuously, because of the interaction of the live creature and environing conditions is involved in the very process of living […] Oftentimes, however, the experience had is inchoate. Things are experienced but not in such a way that they are composed into an experience […] In contrast with such experience, we have an experience when the material experienced runs it course to fulfilment. Then and then only is it integrated within and demarcated in the general stream of experience from other experiences. Dewey, J. 1984. Art as Experience. (p36-37) ’ ‘ EXPERIENCE
  • 13. HDD2100HistoriefortellendingIDigitaleMedier 13 KEY IDEAS IN HAVING AN EXPERIENCE • An experience is the result of an interaction between a person and the world he lives in. • It is undergone as a process and lived through such as that meal, that storm or that journey. • An experience consists of successive events that is seamless and progressive that creates some effect or change. • Events are not simply about understanding information but engage us by provoking emotions and reactions such as thought, interpretation or doing • Each successive event builds to a growing sense of meaning and reaches an end where there consummation • Experience is inherently personal and subjective as we all experience things differently. What is An Experience EXPERIENCE
  • 14. HDD2100HistoriefortellendingIDigitaleMedier 14 Designing For An Experience EXPERIENCE Images Experience is inherently personal - you have might enjoyed a movie, while your friend fell asleep and another thought it was boring. The same content, same cinema but entirely different experiences.
  • 15. HDD2100HistoriefortellendingIDigitaleMedier 15 Designing For An Experience EXPERIENCE A singular experience cannot be designed since it is subjective - everyone experiences something differently. Instead, we should strive to consider how a design can allow for an experience to unfold[1] and the type of experience we would like them to have. Hassenzah, M., (2011) Experience and User Experience Design Source: https://www.interaction-design.org/literature/book/the-encyclopedia-of-human- computer-interaction-2nd-ed/user-experience-and-experience-design [accessed 17.08.17]
  • 16. HDD2100HistoriefortellendingIDigitaleMedier 16 Designing For An Experience EXPERIENCE The Landscape Designers of Frognerparken could never design how it’s experienced. All they can do is plan for the sculptures, pavements, benches and bridges but ultimately the users - young people, families, children, lovers, friends, runners, dog owners - all use the park differently and have different experiences. The type of experiences changes again in winter when the park is used differently than summer.Left Different uses of Frognerparken in Summer. A PARK AS ANALOGY
  • 17. HDD2100HistoriefortellendingIDigitaleMedier 17 3. Designing for ExperiencesDesigning with the 5 senses in mind
  • 18. HDD2100HistoriefortellendingIDigitaleMedier 18 Designing For An Experience - Sight EXPERIENCE SHAPES/FORMS HAVE INHERENT CHARACTERISTICS Shapes can suggest meaning and has been studied all throughout design history. Some meanings are derived from our association to the natural world while others were instilled over time through cultural practices. Some notable books are Design and Form by Johannes Itten, and Square, Circle and Triangle by Bruno Munari. The general accepted ideas are: • The circle signifies movement, divinity, love, harmony • The square signifies tranquillity, safety, enclosure, stability, strength • The triangle signifies direction, domination, power
  • 19. HDD2100HistoriefortellendingIDigitaleMedier 19 Designing For An Experience - Sight EXPERIENCE VISUAL QUALITY OF SHAPES AND FORMS Visually softer forms, taking cue from the circle, are used to express soft ideas while harder forms, taking cue from the square and triangle, are used to express hard ideas. (Rasmussen - Chapter 1 Basic Observations; Mollerup - Vernacular) Hard forms can suggest power firmness conviction authority and permanence Softer forms can suggest vitality, movement, flow, conflict.
  • 20. HDD2100HistoriefortellendingIDigitaleMedier 20 Forms with Meaning - Sight EXPERIENCE SHAPES AND FORMS HAVE MEANING Images Mitsubishi ad by Africa Sao-Paolo; Pirelli by Armando Testa; Unbreabkable by Seymour Chwast, Push-pin Studios; Kinetic Design by Ford; Bottle for Ty Nant by Ross Lovegrove;; Bird’s Nest by Hertzog De Meuron.
  • 21. HDD2100HistoriefortellendingIDigitaleMedier 21 Forms with Meaning - Sight/Materiality EXPERIENCE MATERIAL AND QUALITIES Credits (clockwise) Sway by Sack and Reicher + Muller; SunnyHills by Kengo Kuma; Rain Room by Random International; Susana Solano Exhibition by Cardaval & Sola-Morales.
  • 22. HDD2100HistoriefortellendingIDigitaleMedier 22 Credits (clockwise) Haptic Design by Hara Kenya; Multi-touch Gestures by Gabriele Meldaikyte; Haptic Poster by Maqina; JuicePeel by Naoto Fukasawa; Gel Phone by Panasonic; Haptic Feedback by Masao Ave Haptic Design or communication through touch became popularised in the early 2000s with the work of Hara Kenya and influential Japanese designers. EXPERIENCE Designing For Interaction - touch Material and Tactility
  • 23. HDD2100HistoriefortellendingIDigitaleMedier 23 Designers are actively exploring immersion as an alternative to didactic design. They question how people can momentarily leave their ‘world’ and become immersed in an alternate reality. Credits (clockwise) C8 by Void; Crystal Universe by TeamLabs; Living Digital Space and Future Parks by TeamLabs; Volume by United Visual Artists; Spectra by Ryoji Ikeda EXPERIENCE Designing For Engagement - Sight, Sound, Touch and Smell
  • 24. HDD2100HistoriefortellendingIDigitaleMedier 24 Designers are changing the way we construct ownership and identity by getting the users involved in processes such participatory design and user-cantered design. Instead of designing physical results, many end up designing intangible results such as services, events or systems.Credits (clockwise) Kapoor of Stories by Participate in Design; Service Design training at AHO; Campus Martius Park, Detroit by Southwest Airlines. EXPERIENCE Designing For Participation - Sight, Sound, Smell, Touch and Involvement
  • 25. HDD2100HistoriefortellendingIDigitaleMedier 25 Summary The notion of Design has fundamentally changed over the last two decades. From the creation of mass produced products based on what businesses and designers think consumers would like to have, to the design of things that are meaningful and enable them to fulfil their needs and emotions - to have experiences. The question we all are still exploring is: How then can we design for experiences to make our work meaningful?

Editor's Notes

  • #2: Self introduction
  • #3: Self introduction
  • #4: like a concert you went to and felt the hair on the back of your neck stand or the first time you fell in love or that amazing holiday where you did something crazy or the tiring hike up a volcano to watch the sun rise these little moments add to the richness of our lives
  • #5: and like daniel leibskind, a famous polish-american architect, describes [read] that reminds us that we’re still human that we’re a part of something bigger and deep down its all about finding ourselves in this
  • #6: big blur called modern life where we are time starved always having something to do always somewhere to go something to rush/finish we yearn to fill up our lives with meaning
  • #7: and this is fundamentally changing our society because most of us here in the room would choose to have an experience over material possessions In a recent study in 2016, researchers found that [read] Note: Millennials are generally people born after 1980 we do this because we are actively trying to find what it means to be alive what it means to be human and what it means to be a part of something bigger and in doing so, constructing our sense of self and our identity
  • #8: and so designers are also responding to this: [read]
  • #9: And Its not just a marketing exercise where traditional services and products are packaged with ‘experience’ And that we need to design for an experiences rather than just paying lip service to it
  • #10: Like a flight… discuss which really brings us to the question: what is an experience and how do we design for it? well we first need to understand the nature of experience before we look at the designing for of an experience
  • #11: here’s an example where businesses failed to react quickly enough [explain] because we can never replace the feeling of being there of seeing hearing smelling maybe tasting what it feels like which really brings us to the question: what is an experience and how do we design for it? well we first need to understand the nature of experience before we look at the designing for of an experience
  • #12: Self introduction
  • #13: In 1934, John Dewey wrote about the nature of experiences we encounter daily. And his ideas form the foundation for many design disciplines such as graphic, interaction, architecture and even fine art In chapter 3 which is now a literary classic, he explores the two main types of experience humans undergo The first is the continuous and an ongoing experiences that are blended together into what we call life - the experience of waking up, eating, going to work and all the things we do on a regular basis. Things we also don’t remember a month later. The other type of experience we undergo is one that has a definitive start, runs its course, and comes to an end like going on a holiday or an adventure. The experience that engages our emotions, that has an effect on us, that we remember for a long time [read text from slide] The two are very different as the first one is experiencing and the other is an experience
  • #14: The key ideas Dewey puts across are: [read points from slide] but this raises a real problem because experiences are inherently personal
  • #15: I’ll give you an example [movie example] now what this means is that
  • #16: [read slide] so to really design for an experience we need to ‘set’ the stage to allow for an experience hopefully a positive one and meaningful one and we do this by exploring the five senses that help us experience something and their relationships so lets start with our sense of sight
  • #17: [read slide] so to really design for an experience we need to ‘set’ the stage to allow for an experience hopefully a positive one and meaningful one and we do this by exploring the five senses that help us experience something and their relationships so lets start with our sense of sight
  • #18: Self introduction
  • #19: designers have for a long time tried to find meaning in visual forms and this goes back to the early days in the Bauhaus where they tried to understand how certain forms have established meaning such as: [read list] but this is at a very basic level so designers with this, experiment and play with visual forms
  • #20: designers have for a long time tried to find meaning in visual forms and this goes back to the early days in the Bauhaus where they tried to understand how certain forms have established meaning such as: [read list] but this is at a very basic level so designers with this, experiment and play with visual forms
  • #21: And it can be in images, illlustrations, editorials, products or even buildings where the sum of individual forms create a single form that is a metaphor or representation of a bigger idea It suddenly changes the emphasis from design nice looking things to designing nice looking things that mean a bigger idea - a concept that captures the meaning of the object [talk about bird’s nest] [design of ford]
  • #22: And the next is the materials we use to create these forms as it suggests a new layer of meaning something that is light, hard, even the choice of water each of these elements brings a quality that the visual shape cannot give
  • #23: about 10 years ago, a movement around the world happened that instead of simply looking, what material is used its now about being able to touch it too, to interact and this ideas has really become mainstream where what we design not only is about what we see and the material qualities but also how interacting adds a new layer of meaning [talk about haptic poster and panasonic gel phone]
  • #24: and the next sense designers are exploring are smell, sound and movement How do we engage someone with visuals, materials, interaction and sound These questions have raised new genres of design that currently people have problems even finding a name for it some call it new media, some call it interaction design whatever it is, its an emerging practice that is going to get even bigger over the next few decades as we crave for experiences rather than objects
  • #25: And the last level is the most personal level. Designers are asking, how do we make people feel like they are a part of something bigger? How do we create a sense of ownership? And so, designers are now design to get people to participate to create meaningful spaces meaningful objects in processes like user-centered design, participatory design etc and bringing in the experiments in sight, sound, smell, touch, movement all into one single idea.
  • #26: Now there are many other ways designers are exploring to create a stage for experiences to unfold some explore more technological ways or some more with performance and others whatever it is, design has ultimately changed from the creation of mass produced products in the 20th century based on what businesses and designer think people want to the notion of meaningful well thought out objects and things that help us have an experience Because ultimately life is the sum of our experiences and as designers, what these things we create mean to the people who use them and how it makes them feel