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Designing for Lifestyle Experience Sampling Presented by Kelly Goto [email protected]

Designing for Lifestyle

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Designing for Lifestyle explores the machine-to-human communication in progress today and goals we have as interaction / interface designers to start thinking about creating experiences that integrate into our lifestyle. Design ethnographer Kelly Goto provides a shift in perspective to the emotional experiences we create today.

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Page 1: Designing for Lifestyle

Designing for LifestyleExperience Sampling

Presented by Kelly Goto [email protected]

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turing testalan turing circa 1950’s

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concept: tara lemmey

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Human-Human

voice touch

expression

words

concept: tara lemmey

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concept: tara lemmey

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Machine-Machinebinary

XML

concept: tara lemmey

SOAP

RDF

UDDI

EDI

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concept: tara lemmey

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Human-Machinevoice

touch visual

concept: tara lemmey

gesture

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concept: tara lemmey

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Machine-HumanGUI

ajax

communication

concept: tara lemmey

voice

imagery

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Machine-Human

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Communication-Interaction

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Trust.

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The Turing Test: Circa 1950

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introduced Jan 1983$9,995.00 (today ~$21,693.00)

first GUI (graphical user interface) on a personal computer

resolution 720 x 364!

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http://www.touchuserguide.com

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completely automated public turing test to tell humans apart

www.captcha.tv

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Wiimote

Motion Sensor Force Feedback Audio Speaker IR + Bluetooth

2-way CommunicationPointing DeviceIdentity Pairing

“Gets you off the couch!”

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Brain - Computer Interface

Avatar Control EEG Sensor Headwear

BiofeedbackExtra Sensory DiscoveryGalvanic Skin Response

“Direct action by your mood!”

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iPhoneiPod Touch

gesture + contextual navigationexperience sampling

personal media aggregatormobile communicator

proximity + location awarenessavatar managementaugmented reality

sneakernetplacelessness portal

wireless keychaincomplexity abstraction

“Every once in awhile...”

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iPadgesture + contextual navigation

environment control panelpersonal media aggregator

mobile communicatorproximity + location awareness

avatar managementaugmented reality

sneakernetplacelessness portal

wireless keychaincomplexity abstraction

“... a revolutionary product comes along that changes everything!”

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User Experience Components

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convenient, accessible, economical, functional, utilitarian, reliable

intuitive, personal, unique, aesthetic, inspires desire, compelling, nostalgic

practical

emotional

User Experience Components

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Talk Ask Observe Experience

Focus Groups Interviews Usability Testing Ethnography

Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group

Discussion about critical aspects

Questionnaire Brainstorming

Users complete representative tasks

Experience sampling; live observation / testing

Moderator Conducted by Interviewer Observer/Moderator Self-reporting

implicit / explicit

1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative

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Talk Ask Observe Experience

Focus Groups Interviews Usability Testing Ethnography

Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group

Discussion about critical aspects

Questionnaire Brainstorming

Users complete representative tasks

Experience sampling; live observation / testing

Moderator Conducted by Interviewer Observer/Moderator Self-reporting

implicit / explicit

1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative

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Talk Ask Observe Experience

Focus Groups Interviews Usability Testing Ethnography

Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group

Discussion about critical aspects

Questionnaire Brainstorming

Users complete representative tasks

Experience sampling; live observation / testing

Moderator Conducted by Interviewer Observer/Moderator Self-reporting

implicit / explicit

1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative

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Talk Ask Observe Experience

Focus Groups Interviews Usability Testing Ethnography

Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group

Discussion about critical aspects

Questionnaire Brainstorming

Users complete representative tasks

Experience sampling; live observation / testing

Moderator Conducted by Interviewer Observer/Moderator Self-reporting

implicit / explicit

1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative

How People LiveWhat People Think

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Experience Sampling

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Experience Sampling

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Experience Sampling

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

what device aare you using? where are you? what are you doing?

what “noise” is distracting you?

what time of day is it?

what limitations are there?

what stage of the task are you in?

are you able to complete your task?

how does it make you feel?

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Experience Sampling

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device place task

noise time limitations

state / stage result feeling

Experience Sampling

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Experience Sampling

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Experience SamplingExperience sampling or experience sampling method (ESM) refer to set of techniques to capture people's behaviors, thoughts, or feelings as they occur in real-time. This would include "naïve" accounts of critical events but also more "processed" representations.

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Experience Sampling

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Placelessnesswith mass communication, and

increasingly ubiquitous high technology, places become more

and more similar, so that locations lose a distinctive ‘sense of place’

(e. relph 1976)

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http://www.lightindustry.org/crude_oil.jpg

Placelessness

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MicroformatsDesigned for humans first and machines second, microformats are a set of simple, open data formats built upon existing and widely adopted standards.(from the microformats site)

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Microformats

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shoshinbeginner’s mind

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"We loved having him, but he couldn't sing to save his life." McEnroe stuck with it, however, taking voice lessons and eventually recording 10 original tracks.

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phot

o: A

lber

t Wat

son

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It turned out that getting fired from Apple was the best thing that could have ever happened to me. The heaviness of being successful was replaced by the lightness of being a beginner again, less sure about everything. It freed me to enter one of the most creative periods of my life.I'm pretty sure none of this would have happened if I hadn't been fired from Apple.- Steve Jobsph

oto:

Alb

ert W

atso

n

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The Future?

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modes of:

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communicationmodes of:

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communicationinformation transfer

modes of:

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communicationinformation transfer

interaction | experience

modes of:

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communicationinformation transfer

interaction | experience

semantic

modes of:

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communicationinformation transfer

interaction | experience

semanticsensing

modes of:

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communicationinformation transfer

interaction | experience

semanticsensing

intelligence

modes of:

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When machines talk, will we

LISTEN?In the future:

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yoyu