These are the maps that I use to understand reality & virtual reality, but can also be used as experiential design frameworks. This is the keynote I gave at the Immersive Technology Conference in Houston, TX on Monday, November 6th, 2017.
56. Pine II, B & H. Gilmore, James. (1998).Welcome to the Experience Economy. Harvard Business Review. 76. 97-105.
Moving from
Delivering intangible & customized
SERVICES on-demand to
To
Staging memorable & personal
EXPERIENCES that are revealed
over a duration of time.
63. •What are the rules?
•How can you connect?
•What will you learn?
•How can you participate?
•What actions can you take?
•What can you explore?
•What emotions are invoked?
•What’s the story?
•What’s the vibe?
•How are you immersed?
•Who do you become?
•Where do you go?
65. •Embodied Puzzle
•Rule: Body Movement
Moves Time
•First-Person Shooter
(Vanquishing Enemies)
•Cinematics Between Levels
(Context Switch to Story)
•Embodied Gameplay
•YOU ARE THE CONTROLLER!
SUPERHOT
66. •Puzzle of where to punch•Exercise
•FLOW STATES
•Rhythm Game
•Emotion of Music
•Record your Embodied
Movement & play it back.
•Encourages Hemi-spheric
Brain Synchronization
Soundboxing
68. •Chat with Users
•In-Game Co-op Dialog
•Performance
•Live! (quality of the moment)
•Watch people in peak
performance FLOW states
•Use Gaming as Quest
•Authentically Express Emotion
•Color Commentary Narration
•Play Archetypal Characters
•See the Body Language
•Yin Currency of Donations
Twitch.tv
70. •Social Meet-ups•Explore Worlds without
teleporting
•Emotional Transfer from
interactions
•World-Building by Users
•Custom Avatars/Identity
•Hand Movements
VRChat
71. •Casual Social Play
•Collaborative Games
•Quiz Shows
•Social Games & Activities
•Quests
•Create Your Own Game
•Embodied Gameplay
•Avatar Ready Room
•Emotional Transfer from
interactions
Rec Room
72. •Solve Puzzle to Escape•Combine Objects
•Narration Tips & Backstory•Escape Room
I Expect You to Die
73. •Pull Information from Web
•Ephemeral Experiences
that don’t require an app
•Cruise the Metaverse
•Interconnected Worlds
(Metcalfe’s Law)
•Mobile Phone
•Limited Embodiment
•Location-Based Stories
WebVR
75. •New Perspectives on
Where You’ve Lived
•Explore the World
•Nostalgia of Memories
•Awe & Wonder
•Experience Architecture
•Embodied Cognition
•See Geography of Earth
Google Earth
76. •Randomly Meet People
•Play With/Against Friends
•Physical Exercise
(Dopamine)
•Explore Physical World
•Memories of Characters•Location-Based Game
•AR is Window into World
•Collecting Virtual Objects
Pokémon Go
79. •Decide Where to Look•Gaze Changes Experience
•Great for Storytelling
•Great for Empathy
•Closest Analog to Film
•Transported to Another Place
•Not Volumetric (3DoF)
•Great for Mobile Phones
360 Video
80. •Solve Puzzles
•Lite Branching Decisions
•3DoF Mobile Interactions
•Volumetric Storytelling on
Mobile
•Great Writing
•Lots of Humor
•VR Incepted in VR
•Limited Embodiment
Virtual Virtual Reality
94. • Are virtual objects real or fictional?
• Do virtual events really happen or not?
• Are virtual experiences non-illusory or
illusory?
• Are experiences in VR as valuable or not as
valuable as experiences outside of it?
David Chalmers’ Virtual Realism
96. • Virtual objects are fictional.
• Virtual events do not really happen.
• Virtual experiences are illusory.
• Experiences in VR are not as valuable
as experiences outside of it.
Chalmers’ Virtual Irrealism
98. • Virtual objects are real.
• Virtual events do really happen.
• Virtual experiences are non-illusory.
• Experiences in VR are as valuable
as experiences outside of it.
Chalmers’ Virtual Realism
112. Yang Yin
Competition
Walled Garden
Curated Content
Vertical-Integration
Proprietary
App Store
Cooperation
Open Ecosystem
No Gatekeepers
Horizontal Platform
Shared Source Code
Open Access
113. Rogers, Everett. Diffusion of Innovations. Free Press, 1962. via Wikipedia.org
Rogers’ Diffusion of Innovation Model
114. Moore, Geoffrey. "Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers" HarperBusiness, 1991
Graphic via https://blog.prototypr.io/design-for-crossing-the-chasm-1c4d4c68a3f1
“Crossing the Chasm” into the Mainstream
119. Kuhn: Paradigm Shifts Catalyzed by Anomalies
Kuhn, Thomas S. 1996. The structure of scientific revolutions. Chicago, IL: University of Chicago Press.
Graphics via http://faculty.humanities.uci.edu/bjbecker/revoltingideas/week1d.html & https://www.slideshare.net/MarkReynolds44/2016-0419-machine-learning
120. Worldviews & Paradigms are Ontologies with Epistemologies
http://blogs.warwick.ac.uk/cesphd/entry/researchers_paradigm/
122. Scott, Cynthia D. & Dennis T. Jaffe (1988). “Survive and Thrive in Times of Change,” Training and Development Journal, April.
Graphic via https://www.pocketbook.co.uk/blog/tag/dennis-jaffe/
Scott & Jaffe’s Change Grid Starts with Deny & Resist
123. Inman, Matthew. (May 2, 2017). "You're not going to believe what I'm about to tell you." The Oatmeal Comic.
Retrieved from http://theoatmeal.com/comics/believe
The Oatmeal Comic on the Backfire Effect