+ All Categories
Home > Documents > experience design experience economy affordance theory

experience design experience economy affordance theory

Date post: 18-Dec-2014
Category:
Upload: david-engelby
View: 969 times
Download: 5 times
Share this document with a friend
Description:
A communication lecture based on affordance theory and experience economy. It's also applicable for design theory and business classes.
25
EXPERIENCE DESIGN An extended view on affordance theory Media platform affordances and the planning of a media production (Ecological, visual perception—J. J. Gibson 1986) The value of the experiences The DNA of the event (Have 2004 via Lyck 2008) The Experience Compass (Lund 2005) Creating a flow in the experience (Csikszentmihalyi 1975) Workshop
Transcript
Page 1: experience design experience economy affordance theory

EXPERIENCE DESIGN

An extended viewon affordance theoryMedia platform affordances and the planning of a media production(Ecological, visual perception—J. J. Gibson 1986)

The value of the experiencesThe DNA of the event (Have 2004 via Lyck 2008)

The Experience Compass (Lund 2005)

Creating a flow in the experience (Csikszentmihalyi 1975)

Workshop

Page 2: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 1/4 Medium, substance, layout (J. J. Gibson 1986)

• Gibson on the concept of a medium:Air is a medium for animal locomotion, so is water. There are no sharp transitions in a medium, no surfaces in itself. You arelocated in- , using- and living in the medium.

• Water is not the medium of human beings: we think of water as a substance and not as a medium. We do not navigate naturally in water, but in the medium of air.

Page 3: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 2/4 Medium, substance, layout (J. J. Gibson 1986)

• When this smooth process of navigating in a naturalmedium takes place, the affordancesin the medium are invariant.

• Where there is an invariant environment, you accept and use the affordances naturally and withoutquestioning the very nature of things.

• In any medium there are surfaces with a certainlayout or grid in which you navigate.

• Any surface and object has a characteristic shape, illuminated in light or shade. alltogether such objectsmay form an invariant, coherent layout

Page 4: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 3/4 Medium, substance, layout(J. J. Gibson 1986)

• Take a look at the illustration.

• There are two environments: air and water are botha medium for different lifeforms to navigate in.

• You look at the picture and see the water as a substance. The fish fears the substance of only air.

• There is a surface before your eyes. The layout/grid of this surface may beinvariant for you to navigate in.

• In general it is a meaningful environmentfor you, you can take a walk and use the forest path as a useful object of affordance.

Page 5: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 4/4 Medium, substance, layout (J. J. Gibson 1986)

• Take a look at the illustration and the model.

Medium

Substances

Surfaces/layout

Page 6: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 1/3 invariant or variant objects(J. J. Gibson 1986)

• According to Gibson concepts like planes and spaces aregeometrical terms. They are only describing numbers.

• The environment affords something morepractical for the animal and for us.

• A stone is a useful hiding spot for the mouse, who triesnot to be spotted by the cat. To me, the stone is either of noimportance (as I pass by) or I may be careful not to stumbleover the stone. This is the difference betwen invariant and variant perceptual information.

• If I recognize the stone’s natural layout as a potential danger to me, I percieve of the stone as an variant objectand not invariant—I take notice of its meaning to me.

Page 7: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 2/3 invariant or variant objects(J. J. Gibson 1986)

• Take a look at the illustration.

• You are driving on a road. The road affords a pathwayto your desired destination. There are no new perspectives as far as the eye can see, only theinvariant optical structure created by human technology.

• The layout tends to persist (with its objects).

Page 8: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 3/3 invariant or variant objects(J. J. Gibson 1986)

• Suddenly a road sign appears, and you take noticeof its presence and its information.

• The road sign is an variant object. It is a display made to make you aware of a change in the layout.

• But … then again … you might be used to thisparticular sign, and then it’s invariant.

Page 9: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 1/1 Affordances are for someone(J. J. Gibson 1986)

• The affordances of the layout in the environmentare that, which offers something to you.

• Some objects and surfaces affords support to you:the chair is sit-able (surface and object), the laptop is port-able (object), the magazine is read-able and entertaining (object) etc.

• Affordances also involves a possibility and the near future:The affordance of a toy is to play (for the child).The affordance of your education programme is to becomea skilled graduate.

• You interact with affordances and create affordances.

Page 10: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

Affordance TheoryAn extended view on the ecology ofvisual perception 1/1 Affordances of communication—exercise(J. J. Gibson 1986)

• Gibson says that information pickup needs an awarenessof variant information in an environment. In other words: When you’re designing for information, you must beable to use the media objects and surfaces as relevant affordances.

• A graphic user interface (GUI) for web or for the mobile media requires that you can make the surface/layout meaningful to the user:

• Find a website or an app, investigate these areas …

• Can you understand the landing surfaces as meningful environments (pages)?

• How is the information structure of affordances (links)?

• What is it that the objects affords the user (interactivity)?

• What is invariant and what is variant information?

• Apart from the GUI, how can links and networks be affordances—what can they afford to whom?

Page 11: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceAffordance theory and the DNA of the event1/4 Designing the event(Have 2004 via Lyck 2008)

• The event also creates affordances for an experience.

• Have (2004) lists the DNA of an event:

• Unique: New, trendy, annual event, one time only etc.

• Unpredictable: Surprising, exiting etc.

• Predictable: Some elements of predictability affords security, like traditions.

• Storytelling: Structure, roles, conflict etc.

• Historic: A certain context, a cultural framework?

• Media friendly: Can it be used for PR and other marketing strategies?

• Creates an identity: What can the event offer as affordances of identity?

• Involves an audience: Engaging with a respect for the flexibility the audience demands

• Star quality: Are there celebrities present or does the event itself have a star quality?

Page 12: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceAffordance theory and the DNA of the event2/4 Designing the event(Have 2004 via Lyck 2008)

• Have (2004) places these elements in a scale:

• 1: The element is not present

• 3: The element is present to some extent

• 5: The element is highly present

Unique

Historic

Unpredictable

Predictable

Star qualityInvolves the audience

Storytelling

Media friendly

Creates anidentity

54

32

1

0

Page 13: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceAffordance theory and the DNA of the event3/4 Designing the event—how-to-example(Have 2004 via Lyck 2008)

• Have (2004) places these elements in a scale:

• 1: The element is not present

• 3: The element is present to some extent

• 5: The element is highly present

Unique

Historic

Unpredictable

Predictable

Star qualityInvolves the audience

Storytelling

Media friendly

Creates anidentity

54

32

1

0

Page 14: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceAffordance theory and the DNA of the event4/4 Designing the event—exercise(Have 2004 via Lyck 2008)

• Mapping the scale togetherwith examples:ChristmasOscar showEvent for animal rightsFashion showLaunching a new app

• Other examples?

Unique

Historic

Unpredictable

Predictable

Star qualityInvolves the audience

Storytelling

Media friendly

Creates anidentity

54

32

1

0

Page 15: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 1/(Lund 2005)

• In a narrow sense there are two kinds ofexperiences:

• The experience as the core business idea:for example a movie company, a game producer,the theme park, the zoo etc.

• The experience as a by-product of a productor a service: for example the customer’s experienceof the supermarket’s ethics.

• There can be hybrids between these two types:to dine in a restaurant can be an experience in itself if it’s a part of special event. It becomes a dining experience.

• Segmentation is important

Page 16: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 2/(Lund 2005)

• These elements can be depicted as the one axis of the experience compass (examples):

The concept of experience as the

core business

The concept of experienceas the by-product, as generator of extra value

TVTheater

Movies

Mobile phones

RetailRestaurant

Page 17: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 3/ The types of experiences(Lund 2005)

• The other axis of the compass depicts whetherthe experience has a high or a low value:

The concept of experience as the

core business

The concept of experienceas the by-product, as generator of extra value

TVTheater

Movies

Mobile phones

RetailRestaurant

Low value of experience

Live broadcast of a concert

High value of experience

Reruns of M*A*S*H

Page 18: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 4/ The types of experiences(Lund 2005)

• Examples:times change

The concept of experience as the

core business

The concept of experienceas the by-product, as generator of extra value

Mobile phones

Low value of experience

1990s: Texting (SMS)

High value of experience

Today: Texting (SMS)

VALUE AXIS

PRODUCER AXIS

Page 19: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 4/ The types of experiences(Lund 2005)

• Examples:Value change

The concept of experience as the

core business

The concept of experienceas the by-product, as generator of extra value

A

Low value of experience

High value of experience

VALUE AXIS

PRODUCER AXIS

A = First time you see a play

The third time you see the play

Page 20: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 4/ The types of experiences(Lund 2005)

• Examples:Product change(the telephone)

The concept of experience as the

core business

The concept of experienceas the by-product, as generator of extra value

A

Low value of experience

High value of experience

VALUE AXIS

PRODUCER AXIS

Once you could only make a call from a stationary phone

Now youdownload apps, tjeck mails, playgames etc. onthe mobile phone

Page 21: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 4/ The types of experiences(Lund 2005)

• Examples:The new mix

The concept of experience as the

core business

The concept of experienceas the by-product, as generator of extra value

Laundromat

Low value of experience

High value of experience

VALUE AXIS

PRODUCER AXIS

Vintage booksCafe

Laundromat book cafe

Page 22: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 4/ The types of experiences(Lund 2005)

• Examples:One journey, many experiences

The concept of experience as the

core business

The concept of experienceas the by-product, as generator of extra value

Low value of experience

High value of experience

VALUE AXIS

PRODUCER AXIS

Waiting in the airport

Goal: Disneyland

The pool by the Hotel

Page 23: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe experience compass 4/ IT and experiences(Lund 2005)

• 1. Example: A museum usesinteractive IT solutions in a exhibition(touch screens, bluetooth, Twitter etc.)

• 2. Example: Robots, computergames, new technology etc.

• 3. Example: Ipad, new interactive apps etc.

• 4. Example: A retail store launchesa website or a microsite, a charityevent is launched by usinglaserlights and big screens etc.

Litt

le s

hare

of

IT t

echn

olo

gy

Great share

of

IT techno

log

y

Low value of experience

High value of experience

The primary productof the company:

EXPERIENCE & ITThe product itselfis an experience

The primary productof the company:

EXPERIENCE IT is used to

enhance/supportan experience

The primary productof the company:

Neither experiencenor IT

IT experiences areused for promotion

The primary productof the company:

ITExperiences areused to sell the

product

1 2

34

Page 24: experience design experience economy affordance theory

E X P E R I E N C E D E S I G N

The value of the experienceThe flow 1/1 Mood compass(Csikszentmihalyi 1975)

• Csikszentmihalyi’s model depicts the different mental stages in the areasbetween skills and challenges.

• Match the experience design with yourtarget group’s skills and expectationsof particular challenges.

• Create affordances to maximize flow and the value of the experience.

* Not an original part of this model

SKILLS

High value of experience*

Hig

hLo

wC

HA

LLE

NG

ES

Low High

Anxiety Arousal FLOW

ControlWorry

Apathy Boredom Relaxation

Page 25: experience design experience economy affordance theory

Bibliography

Mihaly Csikszentmihalyi:Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. Published by Jossey-Bass 1975.

Jacob Lund:Følelsesfabrikken. Oplevelsesøkonomi på dansk.Published by Børsens Forlag 2005.

Christian Have 2004:Via Lise Lyck: Service- og oplevelsesøkonomi i teori og praksis.Published by Academica 2008.

J. J. Gibson:The Ecological Approach to Visual Perception.Published by Lawrance Erlbaum Associates 1986, (originally published in 1979)

E X P E R I E N C E D E S I G N


Recommended