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)

Transcript

  • 1. WAT IK UIT AUSTIN MEENAM
  • 2. GO BACK TO CALIFORNIA.COM BEN WHITNEY, AUSTIN FACIAL HAIR CLUB
  • 3. DESIGNING SIMPLE STUFFFOR A COMPLEX ECOSYSTEM
  • 4. Project GlassMaar dit bedoel ik niet
  • 5. AANGENAAM: Laurens Vreekamp MASTER INTERACTIVE MEDIA HU-DOCENT CMD / USER EXPERIENCE WERK AAN AUDIOPLATFORM PRIKKLBEWONER AMSTERDAM-WEST / CINE*BAARS
  • 6. PROGRAMMAAANKOMENDE 20 MIN.1. DESIGN FOR CRAPPY USES2. UNDESIGN YOUR DESIGN3. ABSENCE OF A FUTURE
  • 7. CRAPPY USE?CRAP-DETECT THYSELF - HOWARD RHEINGOLD
  • 8. DESIGNING FOR CONTEXT MIJN 1e LEZING
  • 9. WHY DESIGN FOR CRAPPY USES? 1. TIME: people are doing other stuff when interacting with your product
  • 10. WHY DESIGN FOR CRAPPY USES? 2. LOCATION Affects hardware, funtionalities - No one brings iPad to the store, but do have their phone with them
  • 11. VICTORIAS SECRETiPAD iPHONE iPhone worked within location of the store - snapshot of product codes, stores in their area with the product.
  • 12. WHY DESIGN FOR CRAPPY USES? 3. FORM/TECH You DONT always need to design for mobile first, or PCs. There are more touchpoints, many more interfaces of coming into
  • 13. 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
  • 14. WHY DESIGN FOR CRAPPY USES? 5. ECOSYSTEMS We cant design for 1 product anymore Understand what are different time-demanding tasks, and alleviate there
  • 15. MINTPersonal finance
  • 16. WHY DESIGN FOR CRAPPY USES? WRAP-UP: Design for multiple touchpoints User experience design comes first Interaction design per device
  • 17. 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 dont assume they use all the channels / touchpoints.
  • 18. PROGRAMMAAANKOMENDE 14 MIN.1. DESIGN FOR CRAPPY USES2. UNDESIGN YOUR DESIGN3. ABSENCE OF A FUTURE
  • 19. Amber CaseCyber anthropologist
  • 20. UNDESIGN YOUR DESIGN. SAY WHAT?!
  • 21. UNDESIGN YOUR DESIGN
  • 22. UNDESIGN YOUR DESIGN
  • 23. 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
  • 24. 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
  • 25. UNDESIGN YOUR DESIGN TOEKOMST: The Interface disappears. Actions are reduced Queries are eliminated See actions as buttons Triggerbased interactions
  • 26. PROGRAMMA AANKOMENDE 7 MIN.1. DESIGN FOR CRAPPY USES2. UNDESIGN YOUR DESIGN3. ABSENCE OF A FUTURE
  • 27. Robert TuttleDesign engineer, frog design
  • 28. THERE IS NO FUTURE Robert Tuttle over ontwerpen voor fysieke en digitale producten Prototyping, Arduino,3D- printing
  • 29. MINORITY REPORT ARE WE THERE YET? Geurfeedback anyone..?!
  • 30. Speckle SenseAlex Olwal MIT Medialab
  • 31. I WANT EVERY PERSON IN THIS ROOM
  • 32. TO UNDERSTAND THAT Its all about ecosystems
  • 33. AND TO UNDERSTAND THAT THERE IS NO idealized whole system with all parts working in harmony and synchronization
  • 34. ..BUT INSTEAD, OUR WORLD IS broken, crappy, unfulfilled, unpredictable, sometimes disconnected
  • 35. AND.. has spotty reception.Offline, online, physical and digital dont work along
  • 36. PLUS different people withdifferent needs conflicting at times.
  • 37. DESIGN SIMPLE STUFFFOR A COMPLEX ECOSYSTEM
  • 38. THATS IT www.laurensvreekamp.nl storify.com/campodipacelinkedin.com/l