Fisherman's Eyes: An analysis on experience design, the fishing experience, and the work of Roderick Haig-Brown
by Joel Flynn
This paper, Fisherman’s Eyes, is the first of two complementary works that look at the emerging field of experience... more
This paper, Fisherman’s Eyes, is the first of two complementary works that look at the emerging field of experience design through the perspective of sport fishing. Specifically, the framework for writer Roderick Haig-Brown’s book, Fisherman’s Fall, is used as a potential schema for experience design, with its emphasis on the importance of seasons, locations, and patterns in what can often be a frustrating sport fishing experience. Activity theory and expansive developmental research are applied to the ideas expressed in Fisherman’s Fall, as a way to perhaps apply the book’s insights on experience to other potentially designed experiences. However, important questions are raised on the viability of experience design as a general discipline, one that is separate from individual
examples of designed experiences. The paper sets the tone for its follow-up work, [what would later turn out to be my masters thesis, [i]Travels in Intertextuality: the autopoetic identity of remix culture[/i]], which is a further exploration of the framework developed from Fisherman’s Fall. The second paper also includes special focus on the role of luck and intimacy in an experience, the cultural-historical aspects of the fishing experience and the potential relationship with emerging forms of interactive narrative.
Travels in Intertextuality: the autopoetic identity of remix culture
by Joel Flynn
Travels in Intertextuality aims for what John Berger would call “ways of seeing” digital media artifacts and... more Travels in Intertextuality aims for what John Berger would call “ways of seeing” digital media artifacts and interacting cultural texts. Using Lev Manovich’s Language of New Media, these “new media objects” are seen through the metaphorical “coordinated set of lenses” of Michael Cole’s Cultural Psychology. In addressing issues of “writing” and identity in the digital age at the intersection of technology, art, and commerce, this highly exploratory work looks for ways to perceive “value” in remix culture through ecological models of sociocultural systems. The thesis “follows the problem” of remix through “pioneering research”, “reflective practice”, and shifting contexts for expansive learning. Emerging from significant pools of digital media, “remix value” is analysed through cultural-historical perspectives, as well as through the autopoietic perspectives of “self-making” biological and sociolinguistic systems.
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Seen by: and 12 moreImmersion As Concept, Experience, & Design
This thesis was submitted in partial fulfilment of the requirements for the degree of Bachelor of Arts (Creative Media) (Honours) by Patrick Markham Brown
Designing and Using Experiential Exercises
by J Armstrong
Experiential learning refers to learning which uses the learner’s experience as a base. This definition implies an... more
Experiential learning refers to learning which uses the learner’s experience as a base. This definition implies an active and personal approach to learning. A more operational definition is provided below.
While experiential learning has been gaining rapidly in popularity, the evidence on its value is mixed. Wolfe [1] presents evidence suggesting that experiential learning is not superior to traditional methods for transmitting knowledge. Similar results were found by Cherryholmes [2] in a survey of what would appear to be experiential methods; participants did not learn more facts, nor did they retain more facts, nor did they develop more critical thinking abilities. On the other hand, the participants did report more interest in the subject and there was more attitude change.
Rather than asking whether experiential learning is superior, one might recast the question in terms of when experiential learning is superior. This paper describes the conditions under which experiential learning is useful. This description is followed by a discussion of how to design an experiential exercise. It concludes with suggestions on how experiential learning may be introduced into current educational systems. Relevant empirical literature is described.
CONTEXTS OF EXPERIENCE (COE), A PSYCHOLOGY-BASED DESIGN TOOL, TOWARDS SUSTAINABLE CONSUMPTION THROUGH EXTENDING THE PRODUCT LIFETIME
by Tore Gulden
co-authored with Cathrine Moestue
This article introduces how one can design for product longevity through eliciting consumer-product attachment in... more This article introduces how one can design for product longevity through eliciting consumer-product attachment in order to restrain the rate of product replacement. The research disclosed the design tool ”Contexts of Experience” (COE) which combines strategies of consumer–product attachment and associated psychological phenomenon. The COE was disclosed and analyzed through case study.
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Seen by: and 1 moreThings We Value
published in 'Interactions' 18:1 (January-February 2011), 17-21.
The article inaugurates the 'On Heritage' Forum that I edit for ACM Interactions. 'On Heritage' aims to offer and... more The article inaugurates the 'On Heritage' Forum that I edit for ACM Interactions. 'On Heritage' aims to offer and promote a rich discussion at the intersection of art, performance, and culture that expands the boundaries of HCI, while broadening our understanding of how things of the past come to matter in the present. Submissions are welcome!
Making Sense with Design: A Taxonomy of Designed Experiences
Copyright by Natacha Poggio, 2006
So automatically do we perceive things through sight, sound, smell, and touch that we easily can take our senses for... more So automatically do we perceive things through sight, sound, smell, and touch that we easily can take our senses for granted. My design research strives to deepen the understanding of our senses by creating innovative experiences that make us react in new ways, even to the most common experiences. My aspiration is that the resulting experiences will re-shape our memory and perception of the world. This report is a documentation of my inquiry into the design of human experience; where I look beyond applied products and broaden my view to include all sorts of objects and environments with which people interact. Serving as a guidebook, it outlines the different disciplines of design that address the design of experiences. Additionally, selected case studies from the body of work I have pursued during my graduate studies are presented as a collection of stories of my experience designing user experiences. My design philosophy embodies the importance of engaging multiple senses in each designed activity to better enhance the overall quality of the experience for everyone, including people with disabilities.
Xings; in search of playful artefacts for the accessibility of a shared moment
Master thesis Interaction design (pictures deleted to ensure anonymity)
A practical and theoretical study of how a design space –conceptualised as a creative construct of distinctions– for a... more
A practical and theoretical study of how a design space –conceptualised as a creative construct of distinctions– for a complex context of social interplay, families, child development and disabilities can be explored through design experiments. The design framing addresses the interplay and being-togetherness around tangible artefacts in families with children that has profound and multiple disabilities and is informed by social theory as well practical knowledge from the field of Multi-Sensory Environments. Design experiments is constructed on basis of distinctions emerging from the design framing and explored as means to let users affect the design process at an earlier stage than prototypes and more aimed than with technology probes. Tangible participation is suggested as a feasible way for the child without language or abstract thoughts to take part in the design process. For this rather sturdy yet crude design artefacts –labelled Rou-Phi Probes– is used for probing in a family. These artefacts can be seen as polarised materialisations of design space distinctions, that the user through actions can respond to as if they were open questions. The outcome of this thesis is not a design concept, but primarily methodological reflections with a basis in the 'research through design' activities of intervening with tangible digital technology, as well as reflections on interactive aesthetics.
Terms
Design experiments, design methodology, design space, ideals of interaction, (re)habilitation, research artefacts, research through design, social interaction, tangible computing, technology probes.
Pursuing genius loci: interaction design and natural places
Human computer interaction (HCI) has little explored everyday life and enriching experiences in rural, wilderness and... more Human computer interaction (HCI) has little explored everyday life and enriching experiences in rural, wilderness and other predominantly “natural” places despite their socioeconomic importance. Beyond simply addressing the challenge arising from applying an urban perspective to designing technologies for use in natural places, we wish to provoke integration of the natural and computational worlds. To stimulate design that both draws upon and affords such integration, we propose seven themes we have distilled from the literature and supplement these with our own research observations. Bodies Imagine and Remember recognizes the inseparability of meanings and corporeal experience of natural places for design. Indexicality and Habitus refers to the need for design to be sensitive to the processes by which natural features become intelligible in our actions and communication. Values and Story-spaces observes the way representations and infrastructures, infused with particular values, become dominant. Identity and Belonging, suggests the need to reconcile designs with couplings between physical settings, processes of community and personal identity. Rhythm and Dynamism considers links between people’s daily routines, nature’s events and patterns and spatial and social issues pertinent to design and in Revealing and Receding we suggest that design must simultaneously fade into the background and provoke seeing natural places differently. Fragility, Liability and Spirituality refers to technological opportunities to support positive relations within ecosystems and recognizing the limits of technological control
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Seen by:On Pause and Duration, or: The Design of Heritage Experience
BCS HCI Conference 2011, July 6-8, Newcastle, UK.
This paper investigates ‘pause’ and ‘duration’ as conceptual resources to expand current design approaches to place,... more This paper investigates ‘pause’ and ‘duration’ as conceptual resources to expand current design approaches to place, technology, and experience in museums to the extended temporality of heritage practice. The author strives to understand ‘through design’ how we come to value objects, places and events through multiple and repeated interactions. In doing so, the author contributes to expand the boundaries of interaction design beyond individuals acting ‘in the moment’ (pause) to individuals and communities participating ‘across time’ (duration) in the cultural production of memory and identity.
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Seen by: and 15 moreTunes from your walking experience
by Ammar Halabi
C. Cheong, A. Halabi, V. Khanduja, & X. Wang. musicWALK – Music from your Walking Experience. 7th International conference on Design and Emotion. Chicago, Illinois. Oct 2010
Despite various benefits of walking, some people still lack the motivation. In this paper, we present musicWALK - an... more Despite various benefits of walking, some people still lack the motivation. In this paper, we present musicWALK - an interactive musical application that aims at enhancing the walking experience.musicWALK generates music by collecting data relevant to personal walking pattern and to thesurrounding environment. By allowing people to listen to interactive music generated along their walks,we aid them to establish a stronger connection with their surroundings. We hope that this will provide a stronger motivation for walking.
A futurist’s view on the future of events
Yeoman, I. , Robertson, M. & Smith, K. (2011) in S. Page & J. Connell (Editors) The handbook of events... more
Yeoman, I. , Robertson, M. & Smith, K. (2011) in S. Page & J. Connell (Editors) The handbook of events Routledge(ISBN: 978-0-415-58334-3)
The globalisation of events has evolved in the twenty-first century. This phenomenal evolution, coupled with consumer awareness and destination desire has resulted in the world hosting increasing numbers of events. There is an unprecedented interest in events and festivals, whether cultural or sporting. But what is the future? Have we reached a point of eventisation and saturation or is the future something virtual like the World of Warcraft. This chapter paints a picture of two scenarios in order to demonstrate what that future could be, using New Zealand as a case study. Martinborough Fest 2050, looks at the future of Food and Wine Tourism as a cultural experience. Jonah Lomu VIII Wins Again is a story of the All Blacks winning the Rugby World Cup in 2050 based upon players that have been genetically bred and with worldwide audience participation.
The scenarios are based upon 10 drivers.
The chapter concludes with an analytical discussion about the implications of these, including those implications relating to management of events, their consumption, related communities and the role of technologies.
Tensions ...in the making
Paper at SIDeR'08
Ambiguity is explored as an interpretative resource in the SoundsCape, a design for casual collective rhythm-making... more Ambiguity is explored as an interpretative resource in the SoundsCape, a design for casual collective rhythm-making consisting of intelligent responsive surfaces. Four interactions (joining, involvement, countering, mingling) are analyzed as a reflection of the design process including testing on a Lo-Fi prototype with an African drum teacher. The inherent tensions in these interactions are suggested to be core qualities of the design.
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Seen by:Bodily Awareness: An Exploration in Critical Design
by Daniel Brynolf, Vanessa Carpenter, Mads Hobye, Henrik Svarrer Larsen
There exists a routine in most people’s lives wherein they
wake, work, and sleep with few activities in between... more
There exists a routine in most people’s lives wherein they
wake, work, and sleep with few activities in between those
main moments. During this routine, typical behaviors occur
wherein the participants are completely numb to the activities
that they are completing each day, they are so used
to doing them that they no longer are aware of their movements.
Work and everyday life is so typical that people feel
the need to exercise to offset their lack of movement, their
typical actions. Assuming this situation, we seek to explore
how everyday bodily attention and movement can be challenged,
and made aware. If there is a possibility that we can
make people aware of their full body movements, we can
therefore create the tendency for people to become more explorative
in their daily lives. We explore concepts of the
body-mind disconnect, introduce elements of curiosity and
examine unawareness of body.
We developed a process of research wherein we conducted
initial research observations, a series of low, mid and high fi
prototypes, body movement workshops, and cultural probes
to examine how people experience bodily awareness.
IS IT JUST A VIRTUAL REALM? OR IS IT A NEW “SPACE” GIVING POSSIBILITIES FOR PRODUCTION OF NEW “PLACES”?
by Serhat Kut
Abstract was Published and Paper Presented at 32nd Annual American Studies Conference November 7-9, 2007
Due to recent developments at the area of communication and information technologies new possibilities are arising for... more
Due to recent developments at the area of communication and information technologies new possibilities are arising for production of space. Cyberspace is the key term argued currently regarding the production of the new space. The term cyberspace coming from two words cybernetics and space was first coined by William Gibson, a cyber punk novelist, in his book Neuromancer. This new realm providing “space” for real communication in virtual space, includes many new tools for the possibility of “new space” experience. The design problematic starts at this point. How does the physical space and cyberspace come together and within which possibilities they can co-exist. In another way, can the pattern of relationship of these two spaces (physical space and cyberspace) extract a new understanding of space? And in the context of this new understanding of space, can we develop a new point of view for the architectural design problematic.
Aesthetic phenomenon can be explained through the means of experience, discovery, getting in to relation, production of sensation, rereading as text and hermeneutics. The authentic experience of a place, its multilayered and narrative structure and the pattern of relationships within this place accounts for the aesthetic phenomenon of space. The infinite layered structure of cyberspace, the patterns of relationships regardless of the geographic location, point out a new trans-aesthetic condition. But confronting this infinite layered structure can cyber space provide a new sense of place?
The main goal of this article to discover the possibilities of a new space by overlapping physical space and cyberspace, and in this process of discovery, to understand the conditions one space dominating the other and to form a new understanding within a holistic point of view in the context of pattern of relationships between cyberspace and physical space to the aesthetic experience phenomena.
Keywords: Space, Cyberspace, Aesthetic Experience, Actual, Virtual, Reality, Co-Existence, Sense of Place, Hermeneutics, Digital Culture.
Retail design, experience economy and the greying population: a European perspective
Paper for EAD Conference 2009, Aberdeen, Scotland
Elderly people (often defined as people aged 65 years and older) are a rapidly growing segment of the current world... more
Elderly people (often defined as people aged 65 years and older) are a rapidly growing segment of the current world population (UN, 2007). This demographic shift creates opportunities and challenges for designers, marketers and consumer researchers alike. However, there seems to be a lack of reliable knowledge concerning the needs and wants of this particular ‘grey market’ (Szmigin & Carrigan, 2001; Curch & Thomas, 2006).
For a retailer, it is of growing importance to be on the same wavelength as their customer(s), not only to determine the functional needs of a retail store, but also to understand what appeals emotionally to customers. In the current ‘Experience Economy’, customers look for personal, intuitive relationships with brands and retailers, with which they feel allied with (Pine & Gilmore, 1999). Creating and directing experiences has become a means of communication as well as a possible differentiation strategy. Recently however, the concept of Pine & Gilmore’s ‘Experience Economy’ is being criticized. The present parameters for inducing memorable experiences are authenticity and originality. Design of retail environments should be directed towards values and creating appropriate ‘atmospheres’, since experiences are the new source for value creation for customers.
This contribution aims to link the current issues of the ‘grey market’ with the growing discipline of Retail Design in general and the concept ‘Experience Economy’ in particular. Two successful European retail stores will illustrate how the design of retail stores can successfully be adapted to older customer’s needs and wants.
Retail design and the experience economy: where are we (going)?
Paper presented at the Design '09 Conference, Berlin, Germany
The retail sector is increasingly focusing on experiences, because of the proven importance of creating emotionally... more
The retail sector is increasingly focusing on experiences, because of the proven importance of creating emotionally
engaging experiences for in-store consumers (e.g. Shaw & Ivens, 2002). Since economics (and marketing) are progressing from a goods to a service dominant logic (Vargo & Lusch, 2004), inducing ‘experiences’ has become a means of communication as well as a possible differentiation strategy. In this current ‘Experience Economy’ (EE from now onwards), customers look for personal, intuitive relationships with brands and retailers (Pine & Gilmore, 1999, 2008). Experiences are the new source for value creation. But the concept of Pine & Gilmore’s EE is being criticized. The literature that emphasizes the importance for retailers to focus on experiences often lacks definitions of central concepts and empirical support (e.g. Bäckström & Johansson, 2006). Furthermore, experiences are always context- and situation-specific (Dewey, 1938). This implies that ‘experiences’, as conceptualized in Pine & Gilmore’s first generation EE, do not necessarily work in a European retail context. The present parameters for creating and directing memorable experiences are authenticity and originality. Design of retail environments should be directed towards values and creating appropriate ‘atmospheres’. Whereas the company was the frame of reference for value creation in the first generation EE, in the current second generation (Prahalad
& Ramaswamy, 2004a) the dialogue between customers and businesses forms the basis for the co-creation of values which
are meaningful and truly unique for the individual customer. This Ph.D. project aims to link the body of knowledge of an
EE with the growing discipline of retail design. Because retail design is an emerging discipline in the field of interior design,
it may well benefit from valuable and relevant input of several other disciplines, such as marketing, which, in their turn,
may learn from specific methodologies of design research.
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Designing a retail store environment for the mature market: a European perspective
Published in Journal of Interior Design, 2010, 35(2), 21-36
This article discusses elderly consumers' physical and social needs and wants in the marketplace, and presents case... more
This article discusses elderly consumers' physical and social needs and wants in the marketplace, and presents case studies of two European food retail stores, which were designed to meet these concerns. The authors review information on the elderly consumers' segment and discuss literature on retail design and retail branding, and question how designers should be more aware of multiple modes of interpreting brands, given generational differences and the existence of various types of retail settings. Given that the physical and social aspects are considered key to improving the shopping experiences of elderly consumers, the authors also review literature that focuses on the importance of creating efficient, user-friendly, and aesthetically pleasing shopping environments, which pay particular attention to intangible social aspects. Older consumers' consumption satisfaction does not come merely from consuming for gathering tangible possessions, but from consuming while seeking intangible experiences, such as feeling welcome in a retail store (Kim et al., 2005; Sherman, Schiffman, & Mathur, 2001). The authors contend that retail stores, properly designed to meet the needs and wants of the mature market, can strongly enhance this consumer segment's shopping experiences.
The article concludes with the presentation of two case studies of "senior supermarkets" in Europe. By investigating how these stores pay attention to physical and social aspects, which older consumers value as important, the authors analyze to what extent both stores are truly retail environments, adapted to the needs and wants of the mature market.
Methods for Evaluating Gameplay Experience In a Serious Gaming Context
Nacke, L.E., Drachen, A., Goebel, S. 2010. Methods for Evaluating Gameplay Experience in a Serious Gaming Context. In International Journal of Computer Science in Sport, vol. 9 no. 2, Darmstadt, Germany. http://iacss.org/index.php?id=96.
Gameplay experience (GX) is created during the process of player-game interaction, where this interaction has the goal... more Gameplay experience (GX) is created during the process of player-game interaction, where this interaction has the goal to provide a motivating, fun experience for the player. Since GX is an important factor for the success of failure of a game, a formal classification of how to design for and evaluate GX is necessary. Using appropriate mechanisms for evaluation and measurement of GX allows the validation of good gameplay experiences. This paper presents an approach to formalize such evaluative methods and a roadmap for applying these mechanisms in the context of serious games. We first discuss related work of user experience (UX) and player experience models, based on which we propose a three-layer framework of GX. For each layer, a number of measurement methodologies are listed and our focus is put on physiological and technical metrics for game evaluation. Finally, we point out the potential use of this framework within the field of game-based learning and serious gaming for sports and health.
