SXSWi - VPRO / HU

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Madris Duric (HU), Koning Jasper en Hay Kranen (VPRO) en ik waren afgelopen maand in Austin, TX, USA, voor het SXSW-festival, en vertellen daaroverVrijdag 6 april een presentatie bij de VPRO, en woensdag 11 april op de Uithof, Utrecht (FEM - 2.F1)

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WAT IK UIT AUSTIN MEENAM…

BEN WHITNEY,

AUSTIN FACIAL HAIR CLUB

GO BACK TO CALIFORNIA.COM

DESIGNING SIMPLE STUFF FOR A COMPLEX ECOSYSTEM

Maar dit bedoel ik niet…

Project Glass

AANGENAAM: Laurens Vreekamp

MASTER INTERACTIVE MEDIA HU-DOCENT CMD / USER EXPERIENCE WERK AAN AUDIOPLATFORM PRIKK’L

BEWONER AMSTERDAM-WEST / CINE*BAARS

PROGRAMMA AANKOMENDE 20 MIN.

1. DESIGN FOR CRAPPY USES 2. UNDESIGN YOUR DESIGN 3. ABSENCE OF A FUTURE

CRAPPY USE?

“CRAP-DETECT THYSELF” - HOWARD RHEINGOLD

MIJN 1e LEZING DESIGNING FOR CONTEXT

WHY DESIGN FOR CRAPPY USES?

1. TIME: people are doing other stuff when interacting

with your product

WHY DESIGN FOR CRAPPY USES?

2. LOCATION Affects hardware,

funtionalities -

No one brings iPad to the store, but do have their

phone with them

VICTORIA’S SECRET

iPhone worked within location of the store - snapshot of product codes, stores in their area with

the product.

iPAD iPHONE

WHY DESIGN FOR CRAPPY USES?

3. FORM/TECH You DON’T always need to design for mobile first, or PC’s. There are more touchpoints, many more interfaces of coming into

WHY DESIGN FOR CRAPPY USES?

4. BRAND & RELATION One conversation, multiple

approaches Understand how brands are formed -

a vital part of ID How people feel about a brand, how

they use the products & services -> a potential for meaningful

interactions

WHY DESIGN FOR CRAPPY USES?

5. ECOSYSTEMS We can’t design for 1 product

anymore Understand what are

different time-demanding tasks, and alleviate there

MINT

Personal finance

WHY DESIGN FOR CRAPPY USES?

WRAP-UP: Design for multiple touchpoints

User experience design comes first Interaction design per device

WHY DESIGN FOR CRAPPY USES?

Design for different experiences on different

devices for different contexts. In summary, listen to your

users and design appropriately for the chosen platforms. And don't assume they use all the

channels / touchpoints.

PROGRAMMA AANKOMENDE 14 MIN.

1. DESIGN FOR CRAPPY USES 2. UNDESIGN YOUR DESIGN 3. ABSENCE OF A FUTURE

Cyber anthropologist

Amber Case

UNDESIGN YOUR DESIGN…. SAY WHAT?!

UNDESIGN YOUR DESIGN

UNDESIGN YOUR DESIGN

UNDESIGN YOUR DESIGN

REDENEN (1/2) Motion is part of a system

Interaction is part of a system Your service, product is part of an

ecosystem

UNDESIGN YOUR DESIGN

REDENEN (2/2) People will not come across every

touchpoint of your service/product. People will not be fully immersed in

your designed experience

UNDESIGN YOUR DESIGN

TOEKOMST: The Interface disappears.

Actions are reduced Queries are eliminated See actions as buttons

Triggerbased interactions

PROGRAMMA AANKOMENDE 7 MIN.

1. DESIGN FOR CRAPPY USES 2. UNDESIGN YOUR DESIGN 3. ABSENCE OF A FUTURE

Design engineer, frog design

Robert Tuttle

THERE IS NO FUTURE

Robert Tuttle over ontwerpen voor fysieke en digitale

producten… Prototyping, Arduino,3D-

printing

MINORITY REPORT – ARE WE THERE YET?

Geurfeedback anyone..?!

Speckle Sense

Alex Olwal – MIT Medialab

I WANT EVERY PERSON IN THIS ROOM…

…TO UNDERSTAND THAT

It’s all about ecosystems

…AND TO UNDERSTAND THAT THERE IS NO

idealized whole system with all parts working in

harmony and synchronization

..BUT INSTEAD, OUR WORLD IS

broken, crappy, unfulfilled, unpredictable, sometimes

disconnected

AND..

has spotty reception. Offline, online, physical and digital don’t work along…

PLUS

different people with different needs conflicting

at times.

DESIGN SIMPLE STUFF FOR A COMPLEX ECOSYSTEM

THAT’S IT

www.laurensvreekamp.nl storify.com/campodipace

linkedin.com/laurensvreekamp @campodipace

slideshare.net/campodipace