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BRINGING THE EVERYDAY LIFE OF PEOPLE INTO

BRINGING THE EVERYDAY LIFE OF PEOPLE INTO. DESIGN. Finally. VISSER, FROUJE SLEESWIJK. WITH A QUESTION. How did you experienced your first coffee in this morning ? delight OR dissapointing ? sleepy OR already awake? a bit lazy OR in a hurry? alone OR with someone

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BRINGING THE EVERYDAY LIFE OF PEOPLE INTO

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  1. BRINGINGTHE EVERYDAY LIFE OF PEOPLE INTO DESIGN Finally.. VISSER, FROUJE SLEESWIJK

  2. WITH A QUESTION How did you experienced your first coffee in this morning? delight OR dissapointing? sleepy OR already awake? a bit lazy OR in a hurry? alone OR with someone at home OR on the way? Is this a routine or different from yesterday? Thepoint is, A person’s daily experiences are determined by an infinite amount of details and coffee is just an example. THE THESIS STARTS

  3. OFTHIS ARTICLE Communicatingthesepersonalexperiences in everyday life, Gettingtheinformationaboutthedetails of spesificdetails, Andcreatingproductswhichfitstherichnessandcomplexity of everydaylife Byexaminingthetermexperience, how it can be researched, describedandcommunicated THE CONTENT

  4. PRODUCT DESIGN Attention is paidtopeoplerecently in productdevelopment: people-centereddesign(Wakeford,2004) user-centereddesign(Vredenburg,2002) customer-centereddesign(ChandlerandHyatt, 2002) human-centereddesign(ISO, 1999) PEOPLE IN

  5. AND PRODUCT EXPERIENCE New technologies offer new possibilities and drive new products. But these new technologies are used by everyday people. It is important because, for example, the first personal computers were not so user-friendly and intuitive in use. This caused engineers, psychologists, and other participants work together to discover human factors. In the human computer interaction(HCI) field, the «user experience» (UX) appeared and soon became the main focus of designs. Besides a functional aspects, products started to compete with added values for users DEVELOPMENT OF USER

  6. AND PRODUCT EXPERIENCE Don Norman (2004) seesaproductaffectinguserexperience on threelevels A visceral– theinitialimpact of product A behavioural– total experience of usingtheproduct A reflective– theeffecttheusergivesafterwards in terms of owner’stasteandfeeling THUS, thischanges in focus of design Show a clearshiftfromobject-centeredtoexperience-centereddesign (Buxton, 2007) DEVELOPMENT OF USER

  7. AND PRODUCT EXPERIENCE Alltheseshiftscausedtheunderstanding of designing not products but userexperiences. However, the UX cannot be controlled, predictedordesigned. Becauseeveryexperience is individualtoitsuser, But they can have an awaerenessof thecomplexityanduse it as a startingpointfordesigning a product. Rememberthecoffeedrinkingexperience, designerscannotguaranteetheentirecoffeeexperience but they can design a productthatfitsthefeelingsandcircumstances of it. DEVELOPMENT OF USER

  8. OF DESIGNER } formfunctionmaterial style productionassembly usability marketingtarget group ergonomicssales ... But thefocus of theauthors is on experiencespeoplehave in theireveryday life as inputfordesign. CONSIDERATIONS

  9. EXPERIENCE The term «experience» can be translated into German in two ways THE TERM ERFAHRUNG Itrelatestoeveryday, verycommon, day-to-dayexperiences There is nobeginningandnoend. There is noclearorder of causeoreffect. ERLEBNIS Experience of special, memorableeventssuch as lastyear’ssummerholidayoryesterday’sdinner. Thisdefinition has a clearbeginningand an end

  10. TO THE PRESENT There is a subtle difference between the everyday experience and product experience. • Product experienceis people’saware, subjectiveexperiencesthatresultfrominteractingwithproducts. • IN CONTRAST • Everydayexperienceis people’scurrentandpreviousexperiences in • theirdailylifes. FROM PAST Sodesigningsmthfor a coffeeexperience can bring a delightful moment fromthepasttorelatethesamehappinestoday’sexperience.

  11. YOUR EXPERIENCES This makes the user realise that there is often no time to drink coffee at home before work And he realize if it was possible to do it each morning, it would bring too much pleasue without being in a hurry for work. Eventually, he dreams about having time for a cup of coffee at home each day. REALIZE

  12. OF INFORMATION DIFFERENT LAYERS A person undergos differentstates of mind; various emotionswhich influence the experience. This varied set of factorsincludes the user’s values, motivation,fears, memories, dreams, wishes, feelings etc.Some of these are closer to the surface, others are deeper.

  13. OF INFORMATION Therearefour importantattributes of the nature of these factors: • Fragmented • An experiencebuiltup of smallerexperiences. • «I am drinking a coffee, its hot, but the cup is cold, I needsugar,and a monstertruck! What a coolthing, oh 5 minutesleftbeforegoingwork, Oh! A quarter on theground!» • Individual • Eachperson has his ownuniqueexperiencewhich is shapedby background, culture, etc. • «Drivingthatmonstertruck can be meaningfulfor me, but not foryou.» • Ephemeral • How someonepercievesandfeels in that moment. Thereflection of a moment based on previousperceptions. • Thisinterpretation of person can chanceover time. • «Am not a crazymananymore, I wanna be a familyguy, forgetaboutthetruck…» • Multi-Layered • Addressing the same experience in different levels.The room • «Nobody is here for me! I’m gonnadiealoneee! » • «What a silentpeacefulroomawayfromunnecessarypeople. » DIFFERENT LAYERS

  14. OF INFORMATION DIFFERENT LAYERS THEREFORE, These characteristics of everyday experiences imply that more innovative ways ofcommunicating this information are needed. Current communication tools andprocesses are too limited. They can handle factual information, e.g., demographicstatistics, but are less appropriate forcommunicating rich and incompletesets of information with multiple layers

  15. PEOPLES EVERYDAY EXPERIENCES There is a schema(bySleeswijkVisser et al.) of how differentmethodsaddressdifferenttypes of knovledge GETTING THE INFO: RESEARCHING

  16. OF INFORMATION Preperation: Setting a welldevelopedgoal. How theresults can be usefulforconceptualisation? Sensitization: Users receive a package with e.g., a photo camera and a diary, to recordsome of their daily routines. This supports them in becoming more aware of theirdaily routines and what parts of these routines mean to them. Sessions: users ‘make’ things, such as collages, storylines, 3D models, in which they express their experiences and present their created artifacts to thegroup and/or the researchers. CONTEXTMAPPING

  17. OF INFORMATION Analysis: the researchers analyze the data, form categories and models, which they document, for the ‘sharing’ phase Sharing: Thesedocumentsare given to thedesign team. Conceptualisation: the results are used as input for creating new concepts,which are based on a deep understanding of the users. CONTEXTMAPPING

  18. EXPERIENCE INFORMATION • Thearticlestatesthat in thecasses, in whichdesignersgetinputsfromanotherresearcherwhointeractswiththeuser, there is a loss of richexperienceinformationof userstudies. • Thus, it is defendedtomakedirectcontactif it is possible. • However, iftheoppositehappens, it is like «throwingthereportoverthewall» COMMUNICATING RICH «Peoplewant morecoffee drinking time». This text line might not inspire the designer sufficiently. But,ifhe had met the coffee drinker during the field visit, he would have gained aricher understanding of what is meant by «wanting more coffee drinking time»is likea little relaxing moment before goingwork.

  19. EXPERIENCE INFORMATION • The problem is There is a lack of knowledge about which elements can play arole in communicating this richinformation with designerssothere is twoaim of thearticle: • Toexploreanddeveloptheoryabout COMMUNICATING RICH • Knowledge Aim • Thecommunication of richexperienceinformation in theearlyphases of designprocess. • Design Aim • Todeveloptoolsandtechniquestosupport

  20. form and process of communicating rich experience information support designers in their design effortstocreatenewideas. Designer’s Inspiration Ifeverything is well done, the outcomes of the designers’ activities people-centred and innovative. COMMUNICATION the communication means (the form and the process)play a role. Designer’s Empathy • First, the quality of the collected information plays a role. • Communication • engagement SUCCESSFUL

  21. FUZZY FRONT END • Thefocus in thisthesis is cathingfuzzyfrontend(Smith andReinertsen, 1992) Which is thevalue of havingaccesstotheuser’sperspective. • Andusethisinspirationfor Settingupbriefings, Creatingearlyproductideas, Creatingfirstconcepts. CONCLUSION

  22. DISCUSSION POINT

  23. THANK YOU FOR YOUR ATTENTION

  24. REAL DISCUSSION POINT

  25. QUESTION Thinkaboutyourownfirstcoffee/teadrinkingexperience in thismorning. How muchdetail do youremember? Wasthere a difference? Areyouaware of youruniqueexperience as a designer? DISCUSSION

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