Designing for Lifestyle explores the machine-to-human communication in progress today and goals we have as interaction / interface designers to start thinking about creating experiences that integrate into our lifestyle. Design ethnographer Kelly Goto provides a shift in perspective to the emotional experiences we create today.
30. Wiimote
Motion Sensor
Force Feedback
Audio Speaker
IR + Bluetooth
2-way Communication
Pointing Device
Identity Pairing
“Gets you off the couch!”
31. Brain - Computer
Interface
Avatar Control
EEG Sensor Headwear
Biofeedback
Extra Sensory Discovery
Galvanic Skin Response
“Direct action by your mood!”
32. iPhone
iPod Touch
gesture + contextual navigation
experience sampling
personal media aggregator
mobile communicator
proximity + location awareness
avatar management
augmented reality
sneakernet
placelessness portal
wireless keychain
complexity abstraction
“Every once in awhile...”
33. iPad
gesture + contextual navigation
environment control panel
personal media aggregator
mobile communicator
proximity + location awareness
avatar management
augmented reality
sneakernet
placelessness portal
wireless keychain
complexity abstraction
“... a revolutionary product comes along
that changes everything!”
39. Talk Ask Observe Experience
Focus Groups Interviews Usability Testing Ethnography
Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group
Experience
Discussion about Questionnaire Users complete
critical aspects Brainstorming representative tasks sampling; livetesting
observation /
Conducted by
Moderator Observer/Moderator Self-reporting
Interviewer implicit / explicit
1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
40. Talk Ask Observe Experience
Focus Groups Interviews Usability Testing Ethnography
Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group
Experience
Discussion about Questionnaire Users complete
critical aspects Brainstorming representative tasks sampling; livetesting
observation /
Conducted by
Moderator Observer/Moderator Self-reporting
Interviewer implicit / explicit
1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
41. Talk Ask Observe Experience
Focus Groups Interviews Usability Testing Ethnography
Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group
Experience
Discussion about Questionnaire Users complete
critical aspects Brainstorming representative tasks sampling; livetesting
observation /
Conducted by
Moderator Observer/Moderator Self-reporting
Interviewer implicit / explicit
1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
42. Talk Ask Observe Experience
Focus Groups Interviews Usability Testing Ethnography
Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group
Experience
Discussion about Questionnaire Users complete
critical aspects Brainstorming representative tasks sampling; livetesting
observation /
Conducted by
Moderator Observer/Moderator Self-reporting
Interviewer implicit / explicit
1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
What People Think How People Live
56. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
57. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
58. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
59. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
60. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
61. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
62. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
63. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
64. Experience Sampling
what device a
are you using? where are you? what are you doing?
what “noise” is what time of what limitations
distracting you? day is it? are there?
what stage of the are you able to how does it
task are you in? complete your task? make you feel?
69. Experience Sampling
Experience sampling or experience
sampling method (ESM) refer to set of
techniques to capture people's
behaviors, thoughts, or feelings as
they occur in real-time. This would
include "naïve" accounts of critical
events but also more "processed"
representations.
72. Placelessness
with mass communication, and
increasingly ubiquitous high
technology, places become more
and more similar, so that locations
lose a distinctive ‘sense of place’
(e. relph 1976)
74. Microformats
Designed for humans first and
machines second, microformats
are a set of simple, open data
formats built upon existing and
widely adopted standards.
(from the microformats site)
78. "We loved having him, but he couldn't sing to save his life."
McEnroe stuck with it, however, taking voice lessons and
eventually recording 10 original tracks.
80. It turned out that getting fired from
Apple was the best thing that could have
ever happened to me. The heaviness of
being successful was replaced by the
lightness of being a beginner again, less
sure about everything. It freed me to enter
one of the most creative periods of my
life.
I'm pretty sure none of this would have
photo: Albert Watson
happened if I hadn't been fired from
Apple.
- Steve Jobs