Designing for 2012 and Beyond[Slide 1] We are all seeding a new reality. We don't really understand the world we are building. But whatever we are building it's not neutral. It influences you, me, our communities & other cultures. AR has grown up in a geeky culture and we don't think about the new reality we’re building as much as we should. Maybe we don't think about it at all.
I want to think about 'seeding a new reality' with you for the next 15 minutes.
[Slide 2] And I want to think about if from an end-user perspective because that's what my job at dekko.
Our aim at Dekko is to make 'Re-usable experiences'. We ask ourselves why would someone take their device out of their pocket to use this app again and again.
To get there we often joke after hitting huge technical challenges over and over again, like this "How are can it be?"
[Slide 3] I'm incredibly amazed at the problem we face and the ability of our team.
[Slide 4] To think about building a re-usable experience we FIRST have to understand the end users needs. We can't understand the need if we don't study the person, their daily frustrations, excitements & other emotional triggers [pictures of emotion] they experience in their environment [life events & objects] how they share this with friends & family [social network analogy & digital].
[Slide 5] First our products don't cut it unless they functional, reliable and usable. Then our designs can empower people to do more and to do it better, Proficiency. For example, it's not necessary to be able to build playlists & shared songs on Spotify, but it sure makes me want to use Spotify again and again.
But the ultimate goal to 'seed a new reality', to win a loyal fan base and be successful is ONLY by fulfilling peoples creative needs. Making them achieve more they expect of themselves. To have meaning and purpose.
Apple's has won a loyal fan base by making people feel creative.
Minecraft has won players by giving them the ability to create unexpected scenes.
Sports training apps like the Nike+ app socially pushes us to better our health.
[Slide 6] AR is a awesome tool to help us be creative. At Dekko we decided to explore how the user need to be creative can be expressed by bring toys to life. Imagine you're toy being an app in themselves. Each toy has it's own operating system. By looking at them, picking them up and putting them next to another toy they act and behave differently. [show monkey running around].
[Slide 7] So, to build a successful 'new reality' we need to fulfill our creative needs. But why is AR particularly good in achieving this?
It becomes easy to understand when we first think about designing the emotional journeys of our lives.
[Slide 8] Games and films take us on a well constructed emotional journey. Gamers emotions are tracked, tweaked and controlled. Games have the ability to motivate us and eventually change the way we behave and ultimately think.
[Slide 9] As a UX designer we call t
Iconic Global Solution - web design, Digital Marketing services
ARE Presentation 2012
1. DESIGNING FOR 2012 AND BEYOND
START ABOUT US NEEDS EMOTIONS RELEVANCE Q &A
OUR VISION FOR THE END USER EMPATHIZE OR FAIL AR OTHER TALKS
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ABOUT US
Hi!
I’M SILKA MIESNIEKS
Product Designer
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ABOUT US
May 7th White board notes
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NEEDS
What do users need?
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NEEDS
Abraham Maslow
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OUR VISION FOR THE END USER EMPATHIZE OR FAIL AR OTHER TALKS
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NEEDS
Self actualization = Creativity & Meaning
Esteem = Proficiency
Love = Usability
Safety = Reliability
Physical = Functionality
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OUR VISION FOR THE END USER EMPATHIZE OR FAIL AR OTHER TALKS
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NEEDS
START ABOUT US NEEDS EMOTIONS RELEVANCE Q &A
OUR VISION FOR THE END USER EMPATHIZE OR FAIL AR OTHER TALKS
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EMOTIONS
Real life emotional journey
START ABOUT US NEEDS EMOTIONS RELEVANCE Q &A
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Stanley Kubrick once
said "a film should be
a progression of moods
and feelings. The
theme, what’s behind
the emotion, the
meaning, all that
comes later”
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EMOTIONS
MINIMAL KEYNOTE PRESENTATION
PEOPLE
INTEREST
PLACES NEEDS
ROUTINES
HABITS
DESIRES
VALUES
LOCATION PROXIMITY
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NEEDS
Close proximity = triggers an emotion
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EMOTIONS
See through walls
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EMOTIONS
Designing emotional API's
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EMOTIONS
AR 2012 and beyond
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EMOTIONS
START ABOUT US NEEDS EMOTIONS RELEVANCE Q &A
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EMOTIONS
Transcendenz by Michaël Harboun
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QA &
PLEASE, DON’T BE AFRAID!
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NEXT DEKKO TALK
Anselm Hook, Principal Engineer
“Future of AR - Seeing value with AR”, Wed 3:00-4:00
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OUR VISION FOR THE END USER EMPATHIZE OR FAIL AR OTHER TALKS
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