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Principles of Experiential Design (Part 1): Presence, Dialectics & Process, Context, World Building, Emerging Tech Evolution, & Design Tradeoffs

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Principles of Experiential Design (Part 1): Presence, Dialectics & Process, Context, World Building, Emerging Tech Evolution, & Design Tradeoffs

  1. 1. Principles of Experiential Design: Presence, Dialectics & Process, Context, World Building, Emerging Tech Evolution, & Design Tradeoffs Part 1 of 2 @KentBye
  2. 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. 3. ● Quality of Presence Across Mediums ● Dialectics & Polarities ● Fusing Design Disciplines ● Context & World Building ● Character ● Story ● Emerging Tech Evolution & Diffusion ● Design Tradeoffs
  4. 4. ● Quality of Presence Across Mediums ● Dialectics & Polarities ● Fusing Design Disciplines ● Context & World Building ● Character ● Story ● Emerging Tech Evolution & Diffusion ● Design Tradeoffs
  5. 5. 1. Quality 2. Context 3. Character 4. Story Four Dimensions of Experience
  6. 6. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  7. 7. Thinking Intuition Feeling Sensing
  8. 8. Making Choices Taking Action Emotional Immersion Sensory Experience
  9. 9. Yang Yin
  10. 10. Inward Outward
  11. 11. Receiving Giving
  12. 12. Listening Talking
  13. 13. Shady Side Sunny Side Moon Night Winter Cold Receiving Connected to Whole Sun Day Summer Hot Giving Individualized Self Yang Yin
  14. 14. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  15. 15. Hot Cold Wet Dry
  16. 16. Leibniz, Gottfried Wilhelm, Ars Combinatoria. (1690)
  17. 17. Air Fire Water Earth Hot Cold Wet Dry
  18. 18. Giving Outward Receiving Inward Bonding Individuating
  19. 19. Hot Cold Wet Dry
  20. 20. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  21. 21. Math Astronomy Music Geometry
  22. 22. Number in Space & Time Number Number in Time Geometry Music Mathematics Astronomy The Quadrivium Number in Space
  23. 23. Objects Moving Through Space Abstract Patterns & Forms Consonance Dissonance Cycles In Time Geometry Music Mathematics Astronomy The Quadrivium Architecture & Embodiment in Space
  24. 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. 25. Sensory Experience of Reality Mental Models of Reality
  26. 26. Practice Theory
  27. 27. Attention Active Engagement Error Feedback Consolidation Dehaene, Stanislas. How We Learn: Why Brains Learn Better than Any Machine ... for Now. Viking, 2020.
  28. 28. Sensory Experience of Reality Update Concepts of Reality
  29. 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. 30. ● Quality of Presence Across Mediums ● Dialectics & Polarities ● Fusing Design Disciplines ● Context & World Building ● Character ● Story ● Emerging Tech Evolution & Diffusion ● Design Tradeoffs
  31. 31. Authored Narrative Generative Narrative Spectrum of Story Authorship No Agency or Impact on Story Maximized Agency & Expression of Will
  32. 32. Yang Yin
  33. 33. Shady Side Sunny Side Moon Night Winter Cold Receiving Connected to Whole Sun Day Summer Hot Giving Individualized Self Yang Yin
  34. 34. Beinfield, H., & Korngold, E. (1991). Between heaven and earth: A guide to Chinese medicine. New York: Ballantine Books.
  35. 35. https://leagueofimaginaryheroes.wordpress.com/2007/09/18/cycle-of-dualities/
  36. 36. Winter Summer
  37. 37. Beinfield, H., & Korngold, E. (1991). Between heaven and earth: A guide to Chinese medicine. New York: Ballantine Books.
  38. 38. https://www.chinesefortunecalendar.com/YinYang.htm
  39. 39. Cyclical Linear
  40. 40. https://www.ichingonline.net/about.php https://www.ichingonline.net/about.php Early Heaven Bagua Later Heaven Bagua
  41. 41. https://www.ichingonline.net/about.php Static Binary Dynamic Spectrum in Flux Substance Metaphysics Process-Relational Metaphysics
  42. 42. Kairos Time Chronos Time
  43. 43. Polychronic Monochronic
  44. 44. Linearity Non-Linearity
  45. 45. Hot Cold Wet Dry
  46. 46. Public Private Other Self
  47. 47. Hegelian Dialectic: Thesis, Antithesis, Synthesis
  48. 48. ● Quality of Presence Across Mediums ● Dialectics & Polarities ● Fusing Design Disciplines ● Context & World Building ● Character ● Story ● Emerging Tech Evolution & Diffusion ● Design Tradeoffs
  49. 49. Authored Narrative Generative Narrative Spectrum of Story Authorship No Agency or Impact on Story Maximized Agency & Expression of Will
  50. 50. Linear Film Production Phases
  51. 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. 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. 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. 54. Design phases - hmh modern architecture + interiors - boulder, co. (2017, November 17). Retrieved March 03, 2021, from https://hmhai.com/design-phases/
  55. 55. Game Design is a continuously Iterative Process
  56. 56. Software development was a catalyst for agile & lean Iterative Process
  57. 57. Zahra, Z. (2017, October 07). Scrum methodology. Retrieved March 03, 2021, from https://zaynabzahrablog.wordpress.com/2017/10/07/scrum-methodology/
  58. 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
  59. 59. https://www.quidante.com/post/enterprise-architects-combine-design-thinking-lean-startup-and-agile-to-drive-digital-innovation.
  60. 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. 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. 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. 63. Authored Narrative Generative Narrative Spectrum of Story Authorship No Agency or Impact on Story Maximized Agency & Expression of Will
  64. 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. 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. 66. Gray, D. (2017, July 14). Empathy map. Retrieved March 03, 2021, from https://gamestorming.com/empathy-mapping/
  67. 67. Mental & Social Presence Active Presence Emotional Presence Embodied & Environmental Presence
  68. 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. 69. Feelings Needs Sacharin, V., Schlegel K., & Scherer K. R. (2012). Geneva Emotion Wheel Rating Study. Swiss Center for Affective Sciences
  70. 70. Blueprint, Math Structure, Design, Shape https://historeo.com/web/?p=3918 Formal Cause Aristotle’s Four Causes
  71. 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. 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. 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. 74. Purpose, Teleological Impulse, Intention https://historeo.com/web/?p=3918 Final Cause Aristotle’s Four Causes
  75. 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. 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. 77. ● Quality of Presence Across Mediums ● Dialectics & Polarities ● Fusing Design Disciplines ● Context & World Building ● Character ● Story ● Emerging Tech Evolution & Diffusion ● Design Tradeoffs
  78. 78. 1. Quality 2. Context 3. Character 4. Story Four Dimensions of Experience
  79. 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/
  80. 80. Scope of Identity & Context Self
  81. 81. Scope of Identity & Context Self Family
  82. 82. Scope of Identity & Context Self Family Community
  83. 83. Scope of Identity & Context Self Family Community Other
  84. 84. Scope of Identity & Context Self Family Community Other World
  85. 85. Scope of Identity & Context Self Family Community Other World Cosmos
  86. 86. Koestler's “Holon”: Simultaneously Whole & Part
  87. 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. 88. Communications Medium as Process Emerging Tech Provides New Affordances
  89. 89. Emerging Tech Provides New Affordances Creators Explore New Affordances Communications Medium as Process
  90. 90. Emerging Tech Provides New Affordances Creators Explore New Affordances Distributors Provide Channels For Audiences to Access New Work Communications Medium as Process
  91. 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
  92. 92. Culture
  93. 93. Laws Culture
  94. 94. Economy Laws Culture
  95. 95. User Experience Economy Laws Culture
  96. 96. App Code User Experience Economy Laws Culture
  97. 97. OS Code App Code User Experience Economy Laws Culture
  98. 98. Hardware & Tech Architecture OS Code App Code User Experience Economy Laws Culture
  99. 99. Hardware & Tech Architecture OS Code App Code User Experience Laws Guidelines Cultural Norms
  100. 100. Hardware & Tech Architecture OS Code App Code User Experience Laws Guidelines Cultural Norms
  101. 101. Whearley, N. (2020, December 11). Teach a class. Retrieved March 03, 2021, from https://dschool.stanford.edu/teaching-learning/teach-a-class
  102. 102. Expression of Identity
  103. 103. Merch Store at Roblox Concert
  104. 104. Early Education
  105. 105. https://www.deseret.com/indepth/2020/4/12/21200157/coronavirus-utah-covid-19-family-zoom-group-video-call-apple-facetime-technology
  106. 106. Virtual Concert in Fortnite https://www.ultimate-guitar.com/news/general_music_news/rapper_travis_scott_had_a_virtual_concert_in_fortnite_over_12_million_people_attended_the_event.html
  107. 107. Virtual Medicine
  108. 108. Virtual Dates
  109. 109. Virtual Dia de los Meurtos
  110. 110. Higher Education / Conferences
  111. 111. Workplace Telepresence https://twitter.com/DennyCloudhead/status/1324798554536378368
  112. 112. Hanging Out with Friends
  113. 113. duenos.net Combating Isolation
  114. 114. Photo by
  115. 115. Public Private Other Self
  116. 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
  117. 117. My Assessment of College Majors Adopting XR
  118. 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
  119. 119. My Assessment of College Majors Adopting XR
  120. 120. Expression of Identity
  121. 121. Biometric Data
  122. 122. Consciousness Hacking
  123. 123. Biofeedback Sensory Immersion Vessel https://sensync.net/science
  124. 124. Brain-Controlled Interfaces & Neural Inputs
  125. 125. Haptic Suits & Gloves
  126. 126. Sensory Substitution
  127. 127. Sensory Addition
  128. 128. Self-Sovereign Identity
  129. 129. Verified Identities
  130. 130. Fashion Shows
  131. 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
  132. 132. Surveillance Capitalism
  133. 133. Virtual Gift Economies
  134. 134. Selling of Crypto Art
  135. 135. Merch Store at Roblox Concert
  136. 136. https://www.economist.com/open-future/2019/01/21/we-need-to-own-our-data-as-a-human-right-and-be-compensated-for-it
  137. 137. Hyperreality Risks Hyper-Reality, Keiichi Matsuda (2016), https://www.youtube.com/watch?v=YJg02ivYzSs
  138. 138. Early Education
  139. 139. Early Education in Minecraft
  140. 140. Memory Palaces
  141. 141. Telepresence
  142. 142. duenos.net Data Visualization
  143. 143. Spatial Language
  144. 144. Metaphoric Communication
  145. 145. Spatialized Emojis
  146. 146. Home & Family
  147. 147. Volumetric Memories
  148. 148. Spatial Mapping via Computer Vision
  149. 149. duenos.net Architecture
  150. 150. Sci-Fi World Building
  151. 151. Entertainment
  152. 152. Immersive Storytelling
  153. 153. The Holodeck
  154. 154. Flow States
  155. 155. Creativity & Art
  156. 156. Virtual Concert in Fortnite https://www.ultimate-guitar.com/news/general_music_news/rapper_travis_scott_had_a_virtual_concert_in_fortnite_over_12_million_people_attended_the_event.html
  157. 157. Adult Entertainment
  158. 158. Virtual Medicine
  159. 159. http://differenttruths.com/science-technology/rewiring-the-brain/ Neuroplasticity
  160. 160. Ownership of Health
  161. 161. Telemedicine
  162. 162. Healing Trauma
  163. 163. https://www.slideshare.net/waltergreenleaf/walter-greenleaf-keynote-presentation-stanford-university-virtual-reality-innovations-conference Greenleaf’s Medical Applications of VR
  164. 164. Virtual Harassment
  165. 165. Virtual Being Influencers
  166. 166. Deep Fakes
  167. 167. Empathy + Truth & Reconciliation
  168. 168. Virtual Dates
  169. 169. https://www.roadtovr.com/mother-meets-recreation-of-deceased-child-in-vr/
  170. 170. https://www.economist.com/1843/2020/04/09/zoom-funerals-mourning-in-a-pandemic
  171. 171. Grief Rituals
  172. 172. Virtual Dia de los Meurtos
  173. 173. Image Rights After Death
  174. 174. Virtual Violence