Experience Design Experience Design Concepts and Case Studies Edited by Peter Benz Bloomsbury Academic An imprint of Bloomsbury Publishing Plc Bloomsbury Academic An imprint of Bloomsbury Publishing Plc 50 Bedford Square 1385 Broadway London New York WC1B 3DP NY 10018 UK USA www.bloomsbury.com Bloomsbury and the Diana logo are trademarks of Bloomsbury Publishing Plc First published 2015 © Peter Benz 2015 Peter Benz has asserted his right under the Copyright, Designs and Patents Act, 1988, to be identified as Author of this work. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. No responsibility for loss caused to any individual or organization acting on or refraining from action as a result of the material in this publication can be accepted by Bloomsbury or the author. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: HB: 978-1-4725-7114-4 PB: 978-1-4725-6939-4 ePDF: 978-1-4725-7109-0 ePub: 978-1-4725-7113-7 Library of Congress Cataloging-in-Publication Data Experience design : concepts and case studies / [edited by] Peter Benz. pages cm Includes bibliographical references and index. ISBN 978-1-4725-7114-4 (hardback) -- ISBN 978-1-4725-6939-4 (paperback) 1. Industrial design-- Psychological aspects. 2. Consumers--Attitudes. I. Benz, Peter, editor. TS171.E97 2015 745.2019--dc23 Typeset by Fakenham Prepress Solutions, Fakenham, Norfolk NR21 8NN Contents List of Illustrations vii Foreword and Acknowledgements ix About the Authors xi Editorial Introduction and Considerations 1 Matthew Turner Part One Positions 9 1 Fundamental Aspects of Human Experience: A Phenomeno(logical) Explanation 11 Ian Coxon 2 Experience as Excursion: A Note towards a Metaphysics of Design Thinking 23 Connie Svabo and Michael Shanks 3 How Much Time Does it Take for Experience Design to Unfold? 33 Catherine Elsen and Pierre Leclercq 4 Experiential Equality and Digital Discrimination 45 Linda Leung Part Two Objects and Environments 55 5 Narrativity of Object Interaction Experiences: A Framework for Designing Products as Narrative Experiences 57 Silvia Grimaldi vi Contents 6 Centers of Experience: Bodies and Objects in Today’s Museums 69 Xavier Acarin and Barbara Adams 7 Space, Experience, Identity, and Meaning 77 Peter Benz 8 Four Themes to (Phenomenologically) Understand Contemporary Urban Spaces 87 Lakshmi P. Rajendran, Stephen Walker, and Rosie Parnell Part Three Interactions and Performances 103 9 Co-Producing a Festival Experience: A Socio-Material Understanding of Experience Design 105 Sara M. Strandvad and Kristine M. Pedersen 10 CurioUs: The Logic of Performance 113 Amy Findeiss, Eulani Labay, and Kelly Tierney 11 Designing for a Better Patient Experience 125 Gretchen C. Rinnert 12 Designing Mobile User Experiences: A Framework for a Design Methodology 137 Claus Østergaard 13 Suspending Reality: A Disruptive Approach to Designing Transformative Experiences 151 Tara Mullaney 14 Understanding and Designing the Meal Experience and its Psychological Consequences 159 Werner Sommer, Felix Bröcker, Manuel Martín-Loeches, Annekathrin Schacht, and Birgit Stürmer Further Readings 171 References 173 Index 187 List of Illustrations Figure 3.1 Total number of occurrences, total duration in minutes and curve of proportional ratio. 38 Figure 3.2 Absolute number of occurrences for each type of reference and each setting. 39 Figure 3.3 Number of occurrences per minute for each type of reference and each setting. 40 Figure 5.1 Micro-events in the interaction with a kettle. 58 Figure 5.2 Diagram of Bal’s theory of interpretation. 60 Figure 5.3 Scene from Secretary. 63 Figure 5.4 Beats within the “kettle scene” in Secretary. 64 Figure 5.5 Storyboard 1. 65 Figure 5.6 Storyboard 2. 66 Figure 8.1 Student Union Building, Sheffield: image discussed by P11. 91 Figure 8.2 Sketch by P6 viewing the world from a secure point of view. 92 Figure 8.3 Western Park, Sheffield: image discussed by P4. 94 Figure 8.4 Fargate, Sheffield: image as discussed by P7. 94 Figure 8.5 S ketch by P5 showing the walking space she would prefer for the purpose of feeling related to a space. 96 Figure 8.6 Public seating area, Sheffield: image as discussed by P5. 97 Figure 8.7 T ransition between the Sheffield University Library compound and Western Park: image as discussed by P3. 98 Figure 9.1 T he photographer and his motive in the action: Both are working hard to create the right image of the Orange Feeling. 111 Figure 10.1 Numbered footwork details; footwork accompanied by written prompt at test site. 116 Figure 10.2 Participant engaging in prompts and footwork. 117 Figure 10.3 Visual prompts suggesting postures and shapes. 118 Figure 10.4 Participant submitting a memory. 119 Figure 10.5 CurioUs performers in action. 122 Figure 11.1 Detailed results to Question 17. 129 Figure 11.2 Detailed results to Question 36. 130 Figure 11.3 Concept map of the application. 132 Figure 11.4 Patient Profile and Health Log page. 133 Figure 11.5 Community Center page. 135 viii List of Illustrations Figure 12.1 Customer journey mapping on a map of the theme park. 141 Figure 12.2 Initial idea generation results in quick sketches and written notes. 141 Figure 12.3 Examples of participants’ mock-ups. 143 Figure 12.4 Workshop phases and activities. 148 Figure 13.1 The students’ project timeline including the two designed disruptions. 154 Figure 13.2 I mages of results from the Design-in-a-Day workshop: a) a responsive digital money token being loaded; b) the secure credit card; c) the experience of exchanging electricity credits for sunglasses. 155 Figure 13.3 T he development of Mino: a) Critical Objects workshop results, b) final design concept, c) end result. 156 Figure 14.1 R esponse-synchronized ERPs from the Simon task. ERPs at electrode Cz, superimposed for correct and incorrect responses and Sessions 1 and 2 and for the EG and CG. Topographies of the Ne as the difference between incorrect and correct responses are depicted to the right of the waveforms (25–85 ms). 164 Figure 14.2 S ame as Figure 14.1 but for electrode Pz (please note changes in voltage and time scales). Topographies of error positivities (350––550 ms) are shown to the right of the waveforms. 165 Foreword and Acknowledgements “Experience Design as a discipline is so new that its very definition is in flux,” wrote Nathan Shedroff in his introduction to Experience Design 1. Despite the passage of more than a decade since then, remarkably little seems to have changed: Experience Design as a discipline in its own right remains underdeveloped. In the Foreword of the 2011 edition of their book, The Experience Economy, Joseph Pine and James Gilmore lament their similar observation: “Although the book [Experience Economy, 1999] has since been published in fifteen languages and purchased by more than three hundred thousand people worldwide, the book’s thesis has not sufficiently penetrated the minds of enough business leaders (and policy makers) to give bloom to a truly new—and desperately needed—economic order.” One would like to add that the same is true about the penetration of the design community with concepts, principles, and methodologies for designing experience. One could therefore be tempted to dismiss the entire notion of Experience Design as a kind of “professional bubble” that didn’t stand the test of time, and simply forget about it. Nevertheless, the notion of “experience” as an economic value is well accepted today, and it is common practice in a variety of professional (design) fields to refer to some sort of “experience” as one practice outcome. Lingo such as “experiential marketing” and “brand experience” permeates the advertising business, down to the most common levels of promotional communication, producing such redundant slogans as “Feel the Experience” (the slogan of Daytona International Speedway, Kazy Music, and others). Similarly “product experience,” “customer experience,” but also “travel experience,” “educational experience,” and other similar experiential derivations are commonly accepted notions within almost any new product or service development. Thus another picture emerges; although “experience” is clearly a design issue, Experience Design remains “stuck” in playing a poorly defined service role for other areas, and, in this sense, is merely one approach among a number of competing concepts. The full potential of Experience Design as a distinct creative discipline in its own right still needs to be articulated and recognized academically and professionally. With this background in mind it was the intention of this book to collect “over-the-shoulder-looks” of the current state of discourse about the notions that underlie the designing of experiences: What is “experience”? How can specific “experiences” be constructed purposefully, i.e. through which means can experiences be designed, regardless of their medial articulation? What are the possible method- ologies and practices to be used? What are the influences, overlaps, and relations of Experience Design with other academic/professional disciplines? And so on. To achieve this endeavour academics and professionals from the field were invited to submit their proposals in an open call for abstracts initially circulated through relevant online forums in late 2012. From the submissions received, the final list of contributors was subsequently selected through double-blind