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robertogreco : experiencedesign   25

Christine Jones on the notion of the gift, reciprocity, and how being a parent influences her work — Odyssey Works
"OW: WHY CREATE EXPERIENCES?

CJ: As a parent I am aware of creating a world where Santa Claus and the Tooth Fairy exist for my kids. When they die it's our job to make other kinds of magic. I love what Charlie Todd of Improv Everywhere says. He said he wanted to live in a world where anything can happen at any moment. His work makes our world just such a world...I think everyone has a desire to be surprised, delighted, moved, and transported. If we don't do this for each other, no one else will. Our parents will make magic for us when we are young, when we are older, we have to make it for ourselves and each other."

OW: WHAT ARE YOU TRYING TO DO WITH YOUR WORK?

CJ: This probably sounds horribly pretentious, but lately I have been thinking of myself as an artist who uses Intimacy the way a painter uses paint. My intention with all of my work is to enhance a feeling of connection and presence that makes people feel seen, and sometimes, especially with Theatre for One, loved. It is always amazing to me how simple acts of kindness and generosity are so deeply appreciated. We very rarely slow down enough to feel truly with other people. I am trying to create fruitful circumstances for a gift exchange between audience and performer. Whether it be a big Broadway show, or an immersive dinner theatre experience, or Theatre for One, I am hoping to create a space and relationships within the space that allow the audience to feel that they are receiving a beautiful experience and in return they are giving the performers or creators the gift of their full presence and attention."
audiencesofone  2015  christinejones  art  performance  theater  reciprocity  presence  care  parenting  interactivity  immersivity  immersive  experiencedesign  magic  intimacy  audience  setdesign  wonder  discovery  visibility  gifts  interviews  odysseyworks  wanderlust  sextantworks  relationships  davidwheeler  generosity  theatreforone 
september 2015 by robertogreco
Matt Jones: Jumping to the End -- Practical Design Fiction on Vimeo
[Matt says (http://magicalnihilism.com/2015/03/06/my-ixd15-conference-talk-jumping-to-the-end/ ):

"This talk summarizes a lot of the approaches that we used in the studio at BERG, and some of those that have carried on in my work with the gang at Google Creative Lab in NYC.

Unfortunately, I can’t show a lot of that work in public, so many of the examples are from BERG days…

Many thanks to Catherine Nygaard and Ben Fullerton for inviting me (and especially to Catherine for putting up with me clowning around behind here while she was introducing me…)"]

[At ~35:00:
“[(Copy)Writers] are the fastest designers in the world. They are amazing… They are just amazing at that kind of boiling down of incredibly abstract concepts into tiny packages of cognition, language. Working with writers has been my favorite thing of the last two years.”
mattjones  berg  berglondon  google  googlecreativelab  interactiondesign  scifi  sciencefiction  designfiction  futurism  speculativefiction  julianbleecker  howwework  1970s  comics  marvel  marvelcomics  2001aspaceodyssey  fiction  speculation  technology  history  umbertoeco  design  wernerherzog  dansaffer  storytelling  stories  microinteractions  signaturemoments  worldbuilding  stanleykubrick  details  grain  grammars  computervision  ai  artificialintelligence  ui  personofinterest  culture  popculture  surveillance  networks  productdesign  canon  communication  johnthackara  macroscopes  howethink  thinking  context  patternsensing  systemsthinking  systems  mattrolandson  objects  buckminsterfuller  normanfoster  brianarthur  advertising  experiencedesign  ux  copywriting  writing  film  filmmaking  prototyping  posters  video  howwewrite  cognition  language  ara  openstudioproject  transdisciplinary  crossdisciplinary  interdisciplinary  sketching  time  change  seams  seamlessness 
march 2015 by robertogreco
Copenhagen Institute of Interaction Design
"The integrated structure of CIID incorporates education, research and consultancy. We encourage a cross-disciplinary and multi-cultural environment.

The School and Research Lab at CIID provide a platform for intensive training, an interface to academia and the creation of new knowledge. The Consultancy works independently and allows development of pragmatic, real-world ideas and works on business focused cases for industry.

CIID aspires to be a hub blending design and technology. Design is a major innovation driver towards a knowledge-based economy, and new research models that interface with both academia and industry are required to reflect this.

Academics and industry professionals from Denmark and all over the world come to CIID to work on innovative products, services & technology."

[See also: http://ciid.dk/education/ and http://ciid.dk/about/ ]
multidisciplinarythinking  crossdisciplinary  multidisciplinary  experiencedesign  strategicdesign  servicedesign  interaction  interactiondesign  denmark  copenhagen  design  ciid  learning  openstudioproject  lcproject  education  altgdp 
november 2012 by robertogreco
On Sleep No More, magic and immersive storytelling | Fresh & New(er)
"Towards the close of their talk Pete Higgin had a nice line – “explanation is the killer of wonderment”.

It reminded me of a recent article from Salon on the effect of YouTube on the traditions & social practices of magicians.

“The biggest problem with DVD and YouTube exposure is that it has damaged the skill of learning through asking…

What if we designed exhibitions to have the same ‘dense, cinematic detail’ that Punch Drunk’s productions have? (And trusted visitors to respect and engage with them appropriately through scaffolding the entry experience?)

What if we designed our exhibitions to hold things back from some visitors? And to purposefully make some elements of an exhibition ‘in-accessible’ to all? (The Studio Ghibli Museum in Tokyo is wonderfully designed with some spaces and passages that are only accessible by small children that lead to experiences that only children can have separate from their parents.)

What if we made ‘wonderment’ our Key Performance Indicator?"
theatricality  magic  explanation  parallelism  mitmedialab  colinnightingale  petehiggin  transmedia  storytelling  punchdrunk  via:tealtan  storycode  immersive  exploration  museums  themeparks  theater  exhibitions  inaccessibility  accessibility  nyc  lcproject  experiencedesign  experience  studioghiblimuseum  studioghibli  details  wonder  wonderment  sebchan  2012  sleepnomore  design  medialab 
july 2012 by robertogreco
ICON MAGAZINE ONLINE | Design Fiction | the most comprehensive archives of architecture and design content on the web
"process in which they’re working is a bit like a scientific process where you have a hypothesis & you try to experiment not knowing what the outcome is going to be."

"…how can I say anything which someone will be able to see in 20 years in the form in which it was created…serious…new contemporary problem, how do we make something work in a situation where the means of production are in a maelstrom or things are politically or financially falling apart? I don’t expect bookstores…libraries…Google, Facebook, Yahoo or Twitter…Microsoft to survive 20 years, I don’t expect NATO to survive. I don’t know about the EU. This is not like a gospel of despair or anything I just really think we could do something magnificent by just rising to the scale of the actual problem."

"Experience design is the first school of design that can actually encompass literature as a wing of itself."

"[I]t would be a shame if everything was virtual or written in a way that precludes the tangibility of things."
sciencefiction  speculative  research  future  culture  speculativedesign  ephemerality  uncertainty  process  imagination  creativity  literature  tangibility  permanence  futurism  dunne&raby  fionaraby  anthonydunne  interviews  2012  experiencedesign  designfiction  design  brucesterling  ephemeral 
april 2012 by robertogreco
Moment Factory | HOME
"Moment Factory is a new media and entertainment studio specialized in the conception and production of multimedia environments combining video, lighting, architecture, sound and special effects to create remarkable experiences.

Since its beginnings in 2001, Moment Factory achieved more than 300 events, shows and installations in Canada, Latin America, Europe and the Middle East for such clients as the Cirque du Soleil, Disney, Céline Dion, Microsoft, the National Capital Commission in Ottawa and the City of Lyon.

Our team of 60 talented individuals occupies a dynamic, multifunctional 20 000 square-foot space in Montreal, Canada. In our industrial studios we develop, design and produce the groundbreaking—often interactive—new media installations for which we have earned our reputation as industry leader, building mockups and testing prototypes prior to executing our vision."
multimedia  video  sound  experiencedesign  architecture  events  montreal  installation  design  interactive  momentfactory 
march 2012 by robertogreco
Punchdrunk
"Since 2000, Punchdrunk has pioneered a game changing form of immersive theatre in which roaming audiences experience epic storytelling inside sensory theatrical worlds. Blending classic texts, physical performance, award-winning design installation and unexpected sites, the company's infectious format rejects the passive obedience usually expected of audiences. Lines between space, performer and spectator are constantly shifting. Audiences are invited to rediscover the childlike excitement and anticipation of exploring the unknown and experience a real sense of adventure. Free to encounter the installed environment in an individual imaginative journey, the choice of what to watch and where to go is theirs alone."
art  culture  alternative  interactive  storytelling  london  theater  immersive  sleepnomore  classideas  sensory  experiencedesign  space  performance  audience 
july 2011 by robertogreco
Sci-Fi Hi-Fi • Hecate had just sat down and was about to start...
"…experienced “Sleep No More,” a sprawling interactive theatrical production…in a renovated former warehouse…it was one of the most amazing “designed” experiences I’ve ever had. The entire place is essentially a giant interactive set featuring a cabaret, hotel lobby, a graveyard, a mental hospital, a hedge maze, a detective agency, and numerous other locations you’re allowed to move around freely—following the action (loosely based on “Macbeth”) if you like, or simply exploring. There are secret passages, doors that are locked & unlocked throughout the performance, & dark areas that take a fair amount of courage to explore at first. I found I was exercising parts of my brain I hadn’t used since building a mental map of “Legend of Zelda” dungeons. As the story illustrates, there’s always a possibility you, as an observer, will be pulled into the play’s action, which keeps you constantly a bit on edge. It’s very hard not to get swept up by it all…the immersion is near total"
buzzandersen  sleepnomore  performance  experience  experiencedesign  immersive  theater  nyc  classideas  zelda  legendofzelda  space  place  2011  emursive  punchdrunk 
july 2011 by robertogreco
Sleep No More
"Completed in 1939, the McKittrick Hotel was intended to be New York City's finest and most decadent luxury hotel of its time. Six weeks before opening, and two days after the outbreak of World War II, the legendary hotel was condemned and left locked, permanently sealed from the public. Until now... Seventy-two years later, EMURSIVE has brought the Grande Dame back to life. Collaborating with London's award-winning PUNCHDRUNK, the legendary space is reinvented with SLEEP NO MORE, presenting Shakespeare’s classic Scottish tragedy through the lens of suspenseful film noir. Audiences move freely through a transporting world at their own pace, choosing their own path through the story, immersed in the most unique theatrical experience in the history of New York."

[via: http://log.scifihifi.com/post/7773478290/hecate-had-just-sat-down-and-was-about-to-start ]
experience  nyc  design  art  performance  experiencedesign  theater  classideas  immersive  emursive  sleepnomore  punchdrunk 
july 2011 by robertogreco
YouTube - Timo Arnall - The design of networked products
"Timo Arnall take us on a a very visual path where he talks about how we can use rich interaction with the world around us to create more meaningful experiences. Timo shares the most important learnings from the research work he's done in the past years."
timoarnall  momo17  physicalcomputing  mobile  phones  interactiondesign  ux  experiencedesign  2010  networkedproducts  digitalservices  rfid  nfc 
october 2010 by robertogreco
ignore the code: Gestures
"In a way, gestural user interfaces are a step back, a throwback to the command line. Gestures are often not obvious and hard to discover; the user interface doesn’t tell you what you can do with an object. Instead, you have to remember which gestures you can use, the same way you had to remember the commands you could use in a command line interface.
via:daringfireball  ipad  iphone  touch  touchscreen  experiencedesign  design  gestures  interaction  interface  hci  gui  ux  ui  apple  2010  commandline 
may 2010 by robertogreco
adaptive path » blog » Henning Fischer » Mission Bicycle and Adaptive Path: Experience Design in Retail
"As we talked the idea of a collaboration between Mission Bicycle and Adaptive Path began to take shape. Zack had plans for the shop’s interior design, but the experience of the retail environment was still missing. The goal was to design a simple retail experience that would help customers assemble their perfect, custom bike. Some of the fundamental questions that needed to be answered were:

* How do you showcase and sell a great but complex product in a constrained environment? * How do you create a space that extends and supports other brand experiences? * How do you sell in-store if you’ve only sold online?"

[via: www.brianoberkirch.com/2009/12/19/zacks-bike-shop/ ]
design  experiencedesign  bikes  experience  ux  adaptivepath  experiential  servicedesign  missionbicycle  biking  sanfrancisco 
december 2009 by robertogreco
You Can't Innovate Like Apple — Product Management Training, Product Marketing Training by Pragmatic Marketing
"The point is not to go ask your customers what they want. If you ask that question in the formative stages, then you’re doing it wrong. The point is to go immerse yourself in their environment and ask lots of “why” questions until you have thoroughly explored the ins and outs of their decision making, needs, wants, and problems. At that point, you should be able to break their needs and the opportunities down into a few simple statements of truth. As Alan Cooper says, how can you help an end user achieve the goal if you don’t know what it is? You have to build a persona or model that accurately describes the objectives of your consumers and the problems they face with the existing solutions. The real benefit … is that unless you put a face and expectations on that consumer, then disagreements about features or product positioning or design come down to who can pull the greatest political will—rather than who has the cleanest interpretation of the consumer’s need.”"
via:preoccupations  design  experiencedesign  branding  development  marketing  mac  apple  process  productmanagement  innovation  howto  business  management  administration  interaction  experience  tcsnmy  ux  user 
july 2009 by robertogreco
» Adaptive Path’s - Subject to Change at angusf : personal website of Angus Fraser
"Definition of empathy:”…empathy is an understanding of a person or groups subjective experience by sharing that experience vicariously. Sharing an experience avoids the distance of pity while vicariousness maintains an observers level of objectivity. Thus, we could say that empathy is something like a balanced curiosity that can lead to a deeper understanding of another person.” ... on maintaining focus: “This is where experience strategy and system design intersect. In designing a system, you get caught up in all the opportunities that technology makes available. A strong experience strategy makes clear not just what to do, but what not to do” ... “where a plan is based on prediction, a strategy is designed to encompass unforeseeably changing conditions.”"

[see also quotes from pages 101, 111, 125, 126, 140, 142 ]
usability  ui  experiencedesign  books  empathy  tcsnmy  understanding  design  research  lcproject  complexity  focus  experience  stewartbrand  planning  leadership  administration  management  freedom  open  change  adaptivepath  adaptability 
november 2008 by robertogreco
Aerial --- tailored emotional experience
"Blending strategies from the arts, design, engineering and psychology, Aerial offers strategic consultancy; the design and production of intriguing interactive electromechanical installations, sculptures and rides; and the curating and staging of engagin
brendanwalker  design  emotion  experience  experiencedesign  interactive  performance  art  thrill 
july 2008 by robertogreco
42 ENTERTAINMENT
"We are the storytellers who pioneer new forms of cross-platform narratives and build powerful online communities, to create highly participatory experiences for our audiences."
arg  games  agency  marketing  interactive  design  gamedesign  gamedev  experiencedesign  entertainment  ilovebees  immersive  gaming  pervasive  play  multimedia  interactivity  studio  42entertainment  agencies  branding  media 
june 2008 by robertogreco
russell davies: pre-experience design
"I'm convinced that some sort of Experience Design will become the master discipline for businesses that want to be good at selling stuff. It would be a shame if that didn't happen, if they got stuck in the same corporate process silos as everyone else."

[goes well with: http://russelldavies.typepad.com/planning/2008/04/dying-like-coal.html ]
experience  russelldavies  ads  advertising  unproduct  thinking  planning  iphone  business  marketing  vw  design  experiencedesign  gamechanging 
may 2008 by robertogreco
5 Whys - Wikipedia, the free encyclopedia
"The five whys is a question asking method used to explore the cause/effect relationships underlying a particular problem. Ultimately, the goal of applying the 5 Whys method is to determine a root cause of a defect or problem."
problemsolving  management  projectmanagement  process  experiencedesign  engineering  analysis  ux  lifehacks 
january 2008 by robertogreco
Seth's Blog: The problem with perfect
"I think it's more helpful to focus on texture, on interpersonal interaction, on interesting. Interesting is attainable, and interesting is remarkable. Interesting is fresh every day and interesting leads to word of mouth."
perfection  experience  experiencedesign  design  products  services  texture  interaction  business  glvo 
january 2008 by robertogreco
Masters of Collaboration
"The 21st century design environment trades individual stars for teamwork uniting designers, engineers, anthropologists, and others"
design  collaboration  anthropology  engineering  experience  experiencedesign  work  groups  gamechanging  creativity 
january 2008 by robertogreco
Antisocial networking « Adam Greenfield’s Speedbird
"All social-networking systems, as currently designed, demonstrably create social awkwardnesses that did/could not, exist before...[condense] full band of human relationship types to a very few crude options...“the only way to win is not to play.”"
socialnetworking  socialnetworks  social  networks  relationships  gamechanging  socialgraph  networking  friendship  culture  society  facebook  myspace  opensource  portability  adamgreenfield  interactiondesign  experiencedesign  intimacy  socialsoftware  humans  criticism  community  blogs  attention  critique  design  privacy  identity  people  metadata  etiquette 
december 2007 by robertogreco
Small Surfaces - Heuristics for mobile design
"Giant Ant has published a paper describing ten heuristics for mobile design. A nice, clear encapsulation of some of the primary issues for designers of mobile devices."
experiencedesign  ux  context  design  mobile  phones  servicedesign  research  theory 
september 2007 by robertogreco
haque :: design + research
"The domain of architecture has been transformed by developments in interaction research, wearable computing, mobile connectivity, people-centered design, contextual awareness, RFID systems and ubiquitous computing. These technologies alter our understand
usmanhaque  architecture  design  technology  ubiquitous  ubicomp  computers  artists  balloons  collaboration  collective  inflatable  electronics  environment  experiencedesign  gps  locative  location-based  light  interface  interactive  interaction  installation  inspiration  sensors  art  space  sound  social  opensource  networks  systems  visualization  virtual  urban  pervasive  everyware  materials  projects  sculpture  mobile  glvo  inflatables 
july 2007 by robertogreco
On the ground running: Lessons from experience design « Speedbird
"people are already organizers and designers of experience par excellence...Weiser wanted to offer users ways to reach into and configure the systems they encountered; ideally, such seams would afford moments of pleasure, revelation and beauty."
toread  ipod  ux  experience  design  nike+  apple  adamgreenfield  ideo  control  urban  planning  architecture  cocreation  user  usability  web  internet  online  extensibility  human  systems  ubicomp  ubiquitous  beautifulseams  technology  interface  networks  analysis  collaboration  opensource  users  services  innovation  interaction  folksonomy  product  everyware  interactiondesign  experiencedesign  webdesign  webdev  process  productdesign 
june 2007 by robertogreco
Core77 - Experience is the Product: Why designers will never succeed in product design by simply doing product design
"Transcendent product design is a matter of philosophy and approach...product development has gone wrong is that people stop...when the solutions are most convoluted...you have to go beyond; you have to think about the experience people are having."
business  design  marketing  technology  ux  experience  user  strategy  gamechanging  branding  advertising  flickr  apple  target  systems  methodology  innovation  management  engagement  process  interactiondesign  interaction  products  designthinking  experiencedesign  usability  kodak 
june 2007 by robertogreco

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