The Evolving Experience of the Internet Nathan Shedroff www.nathan.com.

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Presentation transcript:

The Evolving Experience of the Internet Nathan Shedroff

What’s next?

Hint: It’s not about Flash, CSS, CMS, XHTML, DHTML, XML, etc.

What’s next? We build experiences, not interfaces.

We create experiences and not merely "tasks" or isolated moments in front of screens. Experiences happen through time and space and reflect a context that's always greater than we realize. We create experiences and not “tasks” or isolated moments in front of screens.

What is an experience? What are its boundaries?

The Experience Economy: B. Joseph Pine and James H. Gilmore ISBN Commodities Products Services Experiences

Experiences aren’t new. The best experiences almost always non-digital. Experiences start earlier than we expect… and last longer than we think. You may already be an Experience Design.

Standard Interface Issues in a User-Centric Approach: 2D Sound Color Typography Layout Screen flow

Experience Issues not common in a User-Centric Approach: 3D Extended Time Real Interaction The other 3+ Senses Emotions Values Meaning Business Value (Goals)

Extended Experience Issues: Persuasion Seduction Identity Community Ambience Immersion Sustainability Trust Environment

As computers and digital devices increasingly insert themselves into our lives, they do so on an increasingly social level.

The more sophisticated the use, the application, the interface, and the experience, the more important it is for computers and other digital devices to integrate fluidly into our already- established lives without requiring people to respond to technology’s needs.

Interfaces must: Be more aware of themselves Be more aware of their surroundings and participants/audiences Offer more help and guidance when needed, in more natural and understandable ways Be more autonomous when needed Be more able to help build knowledge as opposed to merely process data Be more capable of displaying information in richer forms Be more integrated into a participant’s work flow or information and entertainment processes Be more integrated with other media Adapt more automatically to behavior and conditions

In short, interfaces and experiences need to be more human.

People default to behaviors and expectations of computers in ways consistent with human-to-human contact and relationships.

If you aren’t familiar with Cliff Nass’ and Byron Reeves’ research at Stanford, you should be: Media Equation Byron Reeves and Clifford Nass, Cambridge University Press, ISBN X

Information/Education? Entertainment? Understandable? Usable? Useful? Important? Informing? Fun? Valuable? Meaningful? Engaging? Interactive? Immersive? Seductive?

Informational sites need to excel at information organization and design. They need to be easy to understand and use. They should recognize their subjectivity. Entertaining sites need to allow people to participate and explore according to their interests. They should offer a point of view and play to our emotions and ideals..

Some sites can be both

J-Track: periodic tables:

Web Applications? Maybe not. Applications on the Web? Definitely.

Internal? External?

Internal sites usually tend to be informational/educational. External sites might be either informational or entertaining. Informational Navigable Meaningful Valuable Informational Navigable Meaningful Valuable On Brand Interactive

Your best guide is your brand. Do you have a brand? Do you know your brand and what it reflects or engenders? Do others in the organization?

Your best guide is your brand. Do you have a brand? Yes. You Do.

Your best guide is your brand. Do you have a brand? Do you know your brand and what it reflects or engenders? Do others in the organization?

So, how do you do all of this?

You need a good process.

The Interactive Development Process

So, how do you do all of this? You need a good process. You need to understand interactivity.

So, how do you do all of this? You need a good process. You need to understand interactivity. You need to understand your users.

User Research: User Discovery User Profiles (but real ones) User Scenarios (also, realistic) User Testing More:

Design Research: Applied Exploration of People, Culture, Context, and Form Brenda Laurel (editor) ISBN

So, how do you do all of this? You need a good process. You need to understand interactivity. You need to understand your users. You need to understand the experience.