Principles of Experiential Design (Part 1): Presence, Dialectics & Process, Context, World Building, Emerging Tech Evolution, & Design Tradeoffs
1.
Principles of Experiential Design:
Presence, Dialectics & Process,
Context, World Building, Emerging
Tech Evolution, & Design Tradeoffs
Part 1 of 2
@KentBye
2.
https://www.azquotes.com/quote/397815
Whitehead, Alfred North. 1920. The Concept of Nature, Tarner Lectures Delivered in Trinity College, November 1919. Cambridge: The University Press.
3.
● Quality of Presence Across Mediums
● Dialectics & Polarities
● Fusing Design Disciplines
● Context & World Building
● Character
● Story
● Emerging Tech Evolution & Diffusion
● Design Tradeoffs
4.
● Quality of Presence Across Mediums
● Dialectics & Polarities
● Fusing Design Disciplines
● Context & World Building
● Character
● Story
● Emerging Tech Evolution & Diffusion
● Design Tradeoffs
5.
1. Quality
2. Context
3. Character
4. Story
Four Dimensions of Experience
6.
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
22.
Number in
Space & Time
Number
Number in
Time
Geometry Music
Mathematics
Astronomy
The Quadrivium
Number in
Space
23.
Objects Moving
Through Space
Abstract Patterns
& Forms
Consonance
Dissonance Cycles
In Time
Geometry Music
Mathematics
Astronomy
The Quadrivium
Architecture &
Embodiment
in Space
24.
Visual mismatch negativity: A predictive coding view - Scientific Figure on ResearchGate.
Available from: https://www.researchgate.net/figure/Simplified-scheme-of-the-hierarchical-
predictive-coding-framework-Friston-2005-2008_fig1_266401430 [accessed 20 Feb, 2020]
Alexander, W.H., & Brown, J.W. (2018). Frontal cortex function as derived from hierarchical predictive coding. Scientific Reports.
Predictive Coding Theory
Of Neuroscience
25.
Sensory
Experience
of Reality
Mental
Models of
Reality
27.
Attention
Active
Engagement
Error
Feedback
Consolidation
Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
28.
Sensory
Experience
of Reality
Update
Concepts of
Reality
29.
Sensory
Experience
of Reality
Update
Concepts of
Reality
Consolidate Learnings
Unconscious Integration
Form Worldview & Beliefs
Make Behaviors Automatic
Optimize Efficiency
File Away Memories
Interact & Play
Explore & Create
Chase Curiosity
Find Motivation & Purpose
Embodied Movement
Error Correction Dopamine
Novelty & Surprise
Answer Questions
Fail Fast & Adapt
Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
30.
● Quality of Presence Across Mediums
● Dialectics & Polarities
● Fusing Design Disciplines
● Context & World Building
● Character
● Story
● Emerging Tech Evolution & Diffusion
● Design Tradeoffs
31.
Authored
Narrative
Generative
Narrative
Spectrum of Story Authorship
No Agency or
Impact on Story
Maximized Agency &
Expression of Will
51.
Alex
McDowell’s
Visualization
of the Film
Production
Process
+
Different
Roles.
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
52.
Silver, A. (2019, June 10). Organizing complexity: How architects collaborate to build the world around us. Retrieved March 03, 2021,
from https://medium.com/swlh/organizing-complexity-how-architects-collaborate-to-build-the-world-around-us-2a508aeb83a1
53.
Why commission an architect? – koru architects explains the process. (n.d.). Retrieved March 03, 2021, from http://www.koruarchitects.co.uk/architectural-process/
54.
Design phases - hmh modern architecture + interiors - boulder, co. (2017, November 17). Retrieved March 03, 2021, from https://hmhai.com/design-phases/
55.
Game Design
is a
continuously
Iterative
Process
56.
Software
development was
a catalyst for
agile & lean
Iterative Process
57.
Zahra, Z. (2017, October 07). Scrum methodology. Retrieved March 03, 2021, from https://zaynabzahrablog.wordpress.com/2017/10/07/scrum-methodology/
58.
Kanban system and pull control - definition and principle. (2020, February 27). Retrieved March 03, 2021, from https://www.kanban-system.com/kanban-system-and-pull-control/
Kanban board: Basics, features and how to use it. (n.d.). Retrieved March 03, 2021, from https://kanbanize.com/kanban-resources/getting-started/what-is-kanban-board
60.
Combining design thinking, lean startup, and agile development - everyone misses the point of continuous innovation. (2020, July 08). Retrieved March 03, 2021,
from https://shiftup.work/combining-design-thinking-lean-startup-and-agile-development-everyone-misses-the-point-of-continuous-innovation/
61.
Elements of User
Experience from
Web Design
World are Broken
Down into
Distinct Phases &
Iterated on.
Garrett, J. J. (2011). The elements of user experience: User-centered design for the Web and beyond. Berkeley, CA: New Riders.
62.
Boyd’s OODA Loop
Boyd, John R. (3 September 1976). Destruction and Creation. U.S. Army Command and General Staff College.
Boyd, John, R., The Essence of Winning and Losing, 28 June 1995 a five slide set by Boyd
https://hroarr.com/article/the-ooda-loop-hema/.
63.
Authored
Narrative
Generative
Narrative
Spectrum of Story Authorship
No Agency or
Impact on Story
Maximized Agency &
Expression of Will
64.
Holcolmb, S., Klebahn, P., Segovia, K., & Utley, J. (2017, September 17). d.bootcamp 25 Take Off Presentation. Retrieved March 03, 2021 from;
https://static1.squarespace.com/static/57c6b79629687fde090a0fdd/t/59bc54422aeba555ff0041fe/1505514587533/MASTER+DECK_2017+Sept+25+Bootcamp.pdf
65.
Both, T., & Roumani, N. (2019, October 05). Strategy + design: A programmatic strategy investigation. Retrieved March 03, 2021, from https://dschool.stanford.edu/resources/strategy-design
66.
Gray, D. (2017, July 14). Empathy map. Retrieved March 03, 2021, from https://gamestorming.com/empathy-mapping/
67.
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
68.
Rodrigo Narcizo Follow. (2018, December 27). Empathy field guide - stanford dschool. Retrieved March 03, 2021, from https://www.slideshare.net/RodrigoNarcizo2/empathy-field-guide-stanford-dschool
69.
Feelings Needs
Sacharin, V., Schlegel K., & Scherer K. R. (2012). Geneva Emotion
Wheel Rating Study. Swiss Center for Affective Sciences
70.
Blueprint,
Math Structure,
Design, Shape
https://historeo.com/web/?p=3918
Formal Cause
Aristotle’s Four Causes
71.
Blueprint,
Math Structure,
Design, Shape
https://historeo.com/web/?p=3918
Material Cause
Formal Cause
Aristotle’s Four Causes
Source Material
out of which
it’s made
72.
Blueprint,
Math Structure,
Design, Shape
Agents &
Manifestation of
Knowledge
https://historeo.com/web/?p=3918
Material Cause Efficient Cause
Formal Cause
Aristotle’s Four Causes
Source Material
out of which
it’s made
73.
Purpose,
Teleological Impulse,
Intention
Blueprint,
Math Structure,
Design, Shape
Agents &
Manifestation of
Knowledge
https://historeo.com/web/?p=3918
Material Cause Efficient Cause
Formal Cause
Final Cause
Aristotle’s Four Causes
Source Material
out of which
it’s made
74.
Purpose,
Teleological Impulse,
Intention
https://historeo.com/web/?p=3918
Final Cause
Aristotle’s Four Causes
75.
Holcolmb, S., Klebahn, P., Segovia, K., & Utley, J. (2017, September 17). d.bootcamp 25 Take Off Presentation. Retrieved March 03, 2021 from;
https://static1.squarespace.com/static/57c6b79629687fde090a0fdd/t/59bc54422aeba555ff0041fe/1505514587533/MASTER+DECK_2017+Sept+25+Bootcamp.pdf
76.
World Leaders in Research-Based User Experience. (n.d.). Design thinking 101. Retrieved March 03, 2021, from https://www.nngroup.com/articles/design-thinking/
77.
● Quality of Presence Across Mediums
● Dialectics & Polarities
● Fusing Design Disciplines
● Context & World Building
● Character
● Story
● Emerging Tech Evolution & Diffusion
● Design Tradeoffs
78.
1. Quality
2. Context
3. Character
4. Story
Four Dimensions of Experience
79.
Alex McDowell’s World Building Mandala
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
82.
Scope of Identity & Context
Self
Family
Community
83.
Scope of Identity & Context
Self
Family
Community
Other
84.
Scope of Identity & Context
Self
Family
Community
Other
World
85.
Scope of Identity & Context
Self
Family
Community
Other
World
Cosmos
86.
Koestler's “Holon”: Simultaneously Whole & Part
87.
Lessig’s Pathetic Dot Theory
Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate (available in print: Lawrence Lessig (2006). Code. Lawrence Lessig. pp. 120–137. ISBN 978-0-465-03914-2.
Market
Law
Cultural
Norms
Technology
Architecture
& Code
88.
Communications Medium as Process
Emerging Tech
Provides New
Affordances
89.
Emerging Tech
Provides New
Affordances
Creators
Explore New
Affordances
Communications Medium as Process
90.
Emerging Tech
Provides New
Affordances
Creators
Explore New
Affordances
Distributors
Provide Channels
For Audiences to
Access New Work
Communications Medium as Process
91.
Audiences
Learn How to
Watch New Work &
Provide Feedback
Emerging Tech
Provides New
Affordances
Creators
Explore New
Affordances
Distributors
Provide Channels
For Audiences to
Access New Work
Communications Medium as Process
116.
Identity (Age, Race, Gender)
Economic Class
Values
Language
Education
Age & Generation
History
Country of Origin
Sports, Arts, & Entertainment
Medical Conditions
Romantic Partnership
Heroes/Enemies
Experiences of Death
Worldview & Beliefs
Religion
Work & Career
Culture
Intersectional Identities
Ability
Taboos
RANGE OF CONTEXTS
118.
“Crossing the Chasm” into the Mainstream
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
131.
Yang Yin
Competition
Walled Garden
Curated Content
Vertical-Integration
Proprietary
App Store
Cooperation
Open Ecosystem
No Gatekeepers
Horizontal Platform
Shared Source Code
Open Access
163.
https://www.slideshare.net/waltergreenleaf/walter-greenleaf-keynote-presentation-stanford-university-virtual-reality-innovations-conference
Greenleaf’s Medical Applications of VR