Madris Duric (HU), Koning Jasper en Hay Kranen (VPRO) en ik waren afgelopen maand in Austin, TX, USA, voor het SXSW-festival, en vertellen daarover
Vrijdag 6 april een presentatie bij de VPRO, en woensdag 11 april op de Uithof, Utrecht (FEM - 2.F1)
6. AANGENAAM:
Laurens Vreekamp
MASTER INTERACTIVE MEDIA
HU-DOCENT CMD / USER EXPERIENCE
WERK AAN AUDIOPLATFORM PRIKK’L
BEWONER AMSTERDAM-WEST / CINE*BAARS
10. WHY DESIGN FOR CRAPPY USES?
1. TIME:
people are doing other
stuff when interacting
with your product
11. WHY DESIGN FOR CRAPPY USES?
2. LOCATION
Affects hardware,
funtionalities
-
No one brings iPad to the
store, but do have their
phone with them
12. VICTORIA’S SECRET
iPAD
iPHONE
iPhone worked within location of
the store - snapshot of product
codes, stores in their area with
the product.
13. 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
14. 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
15. 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
17. WHY DESIGN FOR CRAPPY USES?
WRAP-UP:
Design for multiple touchpoints
User experience design comes first
Interaction design per device
18. 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.
24. 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
25. 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
26. UNDESIGN YOUR DESIGN
TOEKOMST:
The Interface disappears.
Actions are reduced
Queries are eliminated
See actions as buttons
Triggerbased interactions
27. PROGRAMMA
AANKOMENDE 7 MIN.
1. DESIGN FOR CRAPPY USES
2. UNDESIGN YOUR DESIGN
3. ABSENCE OF A FUTURE