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@ebuie
Opening the Door
ELIZABETH BUIE
Senior user experience
consultant
An Exploration of Design
for Transcendent User Experience
ALASTAIR SOMERVILLE
Sensory design consultant
Background: Bridging two fields
Transcendent Experience
Experience is the focus of study
Artefacts seldom play a role
Experience is usually brief — “an” experience
Design??
User Experience
Artefact is a key focus of study
Experience revolves around artefact
Experience may be ongoing
Design is crucial
My research addresses transcendent experiences that artefacts support.
Transcendent experiences (TXs)
Experiences of feeling a deep connection
with something greater than oneself
Something greater could be a deity…
OR…
Mosque photo by MohammadReza Domiri Ganji https://en.wikipedia.org/wiki/File:Nasir_al-_mulk_mosque,_Shiraz.jpg. Used under Creative Commons BY-SA 4.0
The bounty of Nature
The grandeur of the Universe
The compassion of a humanitarian cause
Photo: International Community of the Red Cross, www.flickr.com/photos/icrc/8536526544/in/set-72157632930713318/. Used under Creative Commons BY-SA 2.0.
The intimacy of a community with shared purpose
Photo © Christine Kipper, https://www.flickr.com/photos/info-graz/15975507965. Used under Creative Commons BY 2.0.
An experience that
transcends the
ordinary —
 reality
 worldview
 sense of self
 boundaries
Transcendent
Experience
@ebuie
Some other names for or types of TX
 Spiritual experience
 Mystical experience
 Peak experience
 Religious experience
 Numinous experience
 Samādhi
 Cosmic Consciousness
 Satori
 The peace that passeth all
understanding
 Flow experience (less intense)
 (etc.)
Levin, J., & Steele, L. (2005). The transcendent experience: conceptual, theoretical, and epidemiologic perspectives. Explore, 1(2), 89–101.
Transcendent
USER
experience
(TUX)
transcendent experience supported/facilitated by technology
@ebuie
Why do we care
about TUX?
Why do transcendent
experiences matter?
Why are they so hard
to design for?
– and –
Why do transcendent
experiences matter?
Transformation
@ebuie
Transformation
change in beliefs
letting go
release
unburdening
accomplishment
resolution forgiveness
loss of fear of death
acceptance
open-mindedness
freedom
loving
comfort
joyfulness
growth
openness
reduced anxiety
compassion
change in values
kindness
peace
Why are TUXs so
difficult to design for?
@ebuie
Normally, we use interviews
to gain an understanding
of users and their needs and experiences.
How do we interview people about TUXs?
Normally, we use interviews
to gain an understanding
of users and their needs and experiences.
TUXs are Ineffable
“I have no words
for what I felt.”
“To this day
I couldn’t describe it.”
“I can’t find the words for it.”
“It was like nothing else
I’ve ever experienced.”
“It was beyond words.”
“I cannot begin to tell you
what it was like.”
TUXs are Ineffable
How do we describe the experience for
which we are designing?
Can we do this
for TUX?
No.
No.
“…you can’t dial it up…”
– interview participant
How do we evaluate a design’s
ability to support TUX —
How do we evaluate a design’s
ability to support TUX —
if we don’t know how to
observe one happening?
@ebuie
“…you can’t dial it up…”
“Although you can’t dial it up…”
“…you can’t dial it up…”
“Although you can’t dial it up…”
“…you can’t dial it up…”
“Although you can’t dial it up,
you can kind of put yourself
in the way of it.”
We have to approach
TUX design obliquely
@ebuie
Transcendhance —
the Game
The Game Board
Rules of the Game
 Board spaces represent aspects of context
contributing to TX
 Cards represent other TX aspects
 Make a game piece and place it on START
 Roll the die and move along the board in the
direction of the arrows
 If you land on the foot of a ladder or the head of a
snake, play your space BEFORE sliding along it
 Draw TWO pink(ish) cards and ONE each of the
other colours — you will have SIX total
 Sketch as many ideas as you can for tech inspired
by your board space and cards
 IDEAS DO NOT HAVE TO BE FEASIBLE!
Switching tables
Quickly, shift to the table shown on the right
side of your assignment card
Leave your drawings behind
Rules of the Game
 Place your game piece on a START point
 Roll the die and move along the board in the
direction of the arrows
 If you land on the foot of a ladder or the head of
a snake, play your space BEFORE sliding along
it
 Draw TWO pink(ish) cards and ONE each of
the other colours — you will have SIX total
 Sketch as many ideas as you can for tech
inspired by your board space and cards
 IDEAS DO NOT HAVE TO BE FEASIBLE!
Sharing and discussion
@ebuie
What’s next?
Design fictions from design ideas
Design fictions are stories that illustrate the use of concept
designs and how people might react to them
“…the deliberate use of diegetic prototypes to suspend disbelief
about change” –Bruce Sterling, SF author
@ebuie
“…can also help designers suspend disbelief about
beliefs and practices of people and communities for
whom we are designing” –Elizabeth Buie
Design poetry
Takes advantage of metaphor and oblique language to convey
impressions and feelings of ineffable experience
“Showerfall” — a design concept* to integrate impressions of
nature into daily life by projecting a waterfall or precipitation onto
the bath during a shower
’Midst soundless snowflakes
I breathe winter’s fragrant depths,
Showerfalling free.
*Emerged from a Transcendhance workshop I conducted during my PhD research@ebuie
@ebuie
Write a haiku for one of your design ideas
Tell me about them when you can
Try it!
Thank You!
Any questions?
wearesigma.com - @WeAreSigma

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Opening the Door: An exploration of design for transcendent user experience - Elizabeth Buie [Camp Digital 2017]

  • 1. @ebuie Opening the Door ELIZABETH BUIE Senior user experience consultant An Exploration of Design for Transcendent User Experience ALASTAIR SOMERVILLE Sensory design consultant
  • 2.
  • 3. Background: Bridging two fields Transcendent Experience Experience is the focus of study Artefacts seldom play a role Experience is usually brief — “an” experience Design?? User Experience Artefact is a key focus of study Experience revolves around artefact Experience may be ongoing Design is crucial My research addresses transcendent experiences that artefacts support.
  • 4. Transcendent experiences (TXs) Experiences of feeling a deep connection with something greater than oneself Something greater could be a deity… OR… Mosque photo by MohammadReza Domiri Ganji https://en.wikipedia.org/wiki/File:Nasir_al-_mulk_mosque,_Shiraz.jpg. Used under Creative Commons BY-SA 4.0
  • 5. The bounty of Nature
  • 6. The grandeur of the Universe
  • 7. The compassion of a humanitarian cause Photo: International Community of the Red Cross, www.flickr.com/photos/icrc/8536526544/in/set-72157632930713318/. Used under Creative Commons BY-SA 2.0.
  • 8. The intimacy of a community with shared purpose Photo © Christine Kipper, https://www.flickr.com/photos/info-graz/15975507965. Used under Creative Commons BY 2.0.
  • 9. An experience that transcends the ordinary —  reality  worldview  sense of self  boundaries Transcendent Experience @ebuie
  • 10. Some other names for or types of TX  Spiritual experience  Mystical experience  Peak experience  Religious experience  Numinous experience  Samādhi  Cosmic Consciousness  Satori  The peace that passeth all understanding  Flow experience (less intense)  (etc.) Levin, J., & Steele, L. (2005). The transcendent experience: conceptual, theoretical, and epidemiologic perspectives. Explore, 1(2), 89–101.
  • 12. @ebuie Why do we care about TUX?
  • 13. Why do transcendent experiences matter? Why are they so hard to design for? – and –
  • 16. Transformation change in beliefs letting go release unburdening accomplishment resolution forgiveness loss of fear of death acceptance open-mindedness freedom loving comfort joyfulness growth openness reduced anxiety compassion change in values kindness peace
  • 17. Why are TUXs so difficult to design for?
  • 19. Normally, we use interviews to gain an understanding of users and their needs and experiences.
  • 20. How do we interview people about TUXs? Normally, we use interviews to gain an understanding of users and their needs and experiences.
  • 21. TUXs are Ineffable “I have no words for what I felt.” “To this day I couldn’t describe it.” “I can’t find the words for it.” “It was like nothing else I’ve ever experienced.” “It was beyond words.” “I cannot begin to tell you what it was like.”
  • 22. TUXs are Ineffable How do we describe the experience for which we are designing?
  • 23.
  • 24. Can we do this for TUX?
  • 25. No.
  • 26. No. “…you can’t dial it up…” – interview participant
  • 27. How do we evaluate a design’s ability to support TUX —
  • 28. How do we evaluate a design’s ability to support TUX — if we don’t know how to observe one happening? @ebuie
  • 29. “…you can’t dial it up…”
  • 30. “Although you can’t dial it up…” “…you can’t dial it up…”
  • 31. “Although you can’t dial it up…” “…you can’t dial it up…” “Although you can’t dial it up, you can kind of put yourself in the way of it.”
  • 32. We have to approach TUX design obliquely
  • 35. Rules of the Game  Board spaces represent aspects of context contributing to TX  Cards represent other TX aspects  Make a game piece and place it on START  Roll the die and move along the board in the direction of the arrows  If you land on the foot of a ladder or the head of a snake, play your space BEFORE sliding along it  Draw TWO pink(ish) cards and ONE each of the other colours — you will have SIX total  Sketch as many ideas as you can for tech inspired by your board space and cards  IDEAS DO NOT HAVE TO BE FEASIBLE!
  • 36. Switching tables Quickly, shift to the table shown on the right side of your assignment card Leave your drawings behind
  • 37. Rules of the Game  Place your game piece on a START point  Roll the die and move along the board in the direction of the arrows  If you land on the foot of a ladder or the head of a snake, play your space BEFORE sliding along it  Draw TWO pink(ish) cards and ONE each of the other colours — you will have SIX total  Sketch as many ideas as you can for tech inspired by your board space and cards  IDEAS DO NOT HAVE TO BE FEASIBLE!
  • 40. Design fictions from design ideas Design fictions are stories that illustrate the use of concept designs and how people might react to them “…the deliberate use of diegetic prototypes to suspend disbelief about change” –Bruce Sterling, SF author @ebuie “…can also help designers suspend disbelief about beliefs and practices of people and communities for whom we are designing” –Elizabeth Buie
  • 41. Design poetry Takes advantage of metaphor and oblique language to convey impressions and feelings of ineffable experience “Showerfall” — a design concept* to integrate impressions of nature into daily life by projecting a waterfall or precipitation onto the bath during a shower ’Midst soundless snowflakes I breathe winter’s fragrant depths, Showerfalling free. *Emerged from a Transcendhance workshop I conducted during my PhD research@ebuie
  • 42. @ebuie Write a haiku for one of your design ideas Tell me about them when you can Try it!

Notes de l'éditeur

  1. Introduction to User Experience
  2. (NASA photo) Meditation I’m going to start with a meditation today, to begin from your own view of what a transcendent experience is. Sit comfortably, and close your eyes. Notice your breath going in and out. As you breathe in, let calm flow into your body. As you breathe out, let your concerns flow gently out of you. Continue to observe your breath, letting calm flow in and concerns flow out. [pause] Think back to an experience you had in which you felt deeply and intimately connected with something beyond and greater than yourself, whatever you define that to be. [pause] Recall what was going on around you. Where were you? Were you indoors or outdoors? If indoors, were you at home… at work… at a religious or spiritual centre…? If outdoors, was it a place that already had special meaning for you? What time of day was it? What time of year? How old were you? What were you doing? Were you alone, or were other people present? [pause] Now review the experience itself. Recall any sensations you had. Did you see anything? Do any images come to mind? Did you hear any sounds? Were any smells or fragrances present? Did you taste anything? Did you touch anything? Did you feel anything touch you? In your mind, describe your sensations so that someone could re-create exactly what you saw, heard, smelt, tasted, and touched. [pause] Now go back through how you interpreted and understood what you were seeing… hearing… smelling… tasting… touching. Recall what you thought was happening, what you thought it was that you were experiencing. What was running through your mind while the experience was unfolding? How did you understand the experience? What did it mean to you at the time? [pause] Finally, recall any emotions you felt during and just after the experience. What was the tone of the experience? Would you say it was, overall, a positive experience? Maybe it was a negative one. Or maybe it was mixed, or even emotionally neutral. If you had to characterise the experience in one word, what word would that be? Is there any way in which you would like that kind of experience to be enhanced? Sit with all of those memories for a few moments. [pause] Now come forward and review how the experience has affected your life since then. Has it changed you in any way? How have you integrated it into thinking, your emotions, your way of being? What has it meant for you in the long term? [pause] Spend a few moments just sitting with the images, sensations, thoughts and feelings that have come up for you during this meditation. [pause] When you're ready, open your eyes and come back into the room.  
  3. Photo copyright © 2000, Elizabeth Buie. Used by permission.
  4. NASA photo
  5. Think of a time when you had a really terrible experience in using a website or software application. Choose a partner and spend ten minutes describing what was so awful about it. Take five minutes for each of you.
  6. Transcendent experiences can be transformative. Photo copyright © 2005, Elizabeth Buie. Used by permission.
  7. Transcendent experiences can be transformative. Photo copyright © 2005, Elizabeth Buie. Used by permission.
  8. Normally we start by interviewing people.
  9. Normally we start by interviewing people.
  10. TUXs are very hard to design for: First, they are ineffable. They don’t lend themselves to description in words. Photo copyright © Elizabeth Buie. Used by permission.
  11. TUXs are very hard to design for: First, they are ineffable. They don’t lend themselves to description in words. Photo copyright © Elizabeth Buie. Used by permission.
  12. Normally, we evaluate a product’s support for good user experience by testing it with regard to the experience people have of using it.
  13. TUXs cannot be arranged or anticipated, only invited.
  14. Photo copyright © 2007, Elizabeth Buie. Used by permission.
  15. Photo copyright © 2007, Elizabeth Buie. Used by permission.
  16. Let’s go back to what my interview participant said.
  17. Let’s add the rest of what he said.
  18. And finally, this is his complete sentence.
  19. Thanks to Alastair Somerville for suggesting the word “oblique”.
  20. Let’s play!
  21. I’m going to leave these up while you play.
  22. Think of a time when you had a really terrible experience in using a website or software application. Choose a partner and spend ten minutes describing what was so awful about it. Take five minutes for each of you.
  23. Think of a time when you had a really terrible experience in using a website or software application. Choose a partner and spend ten minutes describing what was so awful about it. Take five minutes for each of you.
  24. A diegetic prototype is accompanied by narrative, props, characters, and other elements that make the storytelling possible.