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Learning Interaction
Design from Las Vega$
       Dan Saffer
Learning from Las Vegas
Any unattributed quotes Iā€™m referencing in this talk all come
from this seminal book by Robert Venturi, written in the late
1960s and revised in the early 1970s.
This is a city?
When I talk about Las Vegas for this talk, I am mostly talking about
The Strip. Las Vegas certainly isnā€™t a traditional city (although
certainly the surrounding areas certainly are). On the Strip, there are
no things we expect from a main street: no post office, schools,
hospitals, etc. Thereā€™s very little attractions to see in Vegas--the city
itself makes the attractions. It seems like everything is chaotic.
Learn from this?!?
Learn from this?!?
Withholding judgement may be
    used as a tool to make later
    judgement more sensitive. This is
    a way of learning from everything.




The ļ¬rst lesson from the Learning from Las Vegas book. We need
to look around us with clear vision. Tibor Kalman said he only
found inspiration in high art and what he called the vernacular.
Las Vegas is about as vernacular as it gets.
Disorder is only an order that we
   cannot see. ā€”Henri Bergson




The second lesson about learning from Las Vegas.
We need to sometimes look through the ā€œjunkā€ and
what we perceive as ā€œbad designā€ to see what is
really going on.
An Order We Cannot See
Itā€™s not a big leap from this...

to this!
An Order We Cannot See
Itā€™s not a big leap from this...

to this!
MySpace isnā€™t designed.
     ā€”Tim Brown, IDEO CEO




Designers now treat MySpace the same way architects used to treat
Las Vegas. You get ridiculous statements like this one. I suppose
MySpace sprung from the head of Zeus? What he means is MySpace
isnā€™t designed the way I would design it.
Class
You canā€™t talk about Vegas without talking about class. But not this kind of class, babycat.
Class
This kind of class. All you can eat buffets for overweight schlubs.

Making the correct design choices sometimes means designing so it is appropriate for the audience:
an audience that is unaccustomed to ā€œfancyā€ design--that is, design that we as designers would
consider ā€œgoodā€ design.

Does this mean that we should discard our design sensibilities when designing now? Iā€™ll come back
to that.
As Experts with Ideals, who pay lip
       service to the social sciences,
       they build for Man rather than
       for peopleā€”this means, to suit
       themselves, that is to suit their
       own particular upper-middle class
       values, which they assign to
       everyone.



Venturi says this about Architects, but it easily applies to designers as well.

In other words, designers spend time designing for an idealized person--a person that not
surprisingly turns out to be someone almost exactly like ourselves.

We need instead to design for people.
Ceci n'est pas Paris
Could it be that our technologies are getting too complicated? That people
want to use them without the hassle of using them? A different program for
Email, IM, Blogging, listening to music, etc. In other words, why go to Paris
when you can go to Paris? Put aside your snobbery.
Abandoning Pure Form...
Las Vegas abandonā€™s the pure form, like this pretty standard (in the US) motel...
...for Mixed Media
The buildings on the strip never do only one thing. They are hotels, restaurants, casinos, theme
parks, concert halls, and probably a host of other things as well.
Less is more.
       ā€”Ludwig Mies van der Rohe




This is what weā€™re taught as designers, isnā€™t it. A mantra. Less is more, less is more...Simplicity!
Less is more.
       ā€”Ludwig Mies van der Rohe


       Less is a bore.
       ā€”Robert Venturi




This is what weā€™re taught as designers, isnā€™t it. A mantra. Less is more, less is more...Simplicity!
More is More
MySpace permits users to do almost anything to the look of their proļ¬le pages, and
the prevailing aesthetic is decidedly quot;more is morequot;: more color, more animation,
more typefaces, more sound, more of everything makes a better proļ¬le page.

You can use this tool to present yourself however you want.
More is More
MySpace permits users to do almost anything to the look of their proļ¬le pages, and
the prevailing aesthetic is decidedly quot;more is morequot;: more color, more animation,
more typefaces, more sound, more of everything makes a better proļ¬le page.

You can use this tool to present yourself however you want.
More is More
MySpace permits users to do almost anything to the look of their proļ¬le pages, and
the prevailing aesthetic is decidedly quot;more is morequot;: more color, more animation,
more typefaces, more sound, more of everything makes a better proļ¬le page.

You can use this tool to present yourself however you want.
Role Playing
Role playing has a big part of the Las Vegas experience. You donā€™t have to be Bob from Accounting
in Las Vegas. You can be Bobrius, the gladiator.
Role Playing
Just like online you can be Grond the troll. Or Elexa Wondergirl on MySpace.
No Need for an Undo
You canā€™t break Las Vegas. Vegas even promotes this with its
ā€œWhat happens in Vegas stays in Vegasā€ ad campaign. Can you
imagine another city (except maybe New Orleans) promoting
sex and violence and chaos with such abandon? You donā€™t need
an Undo button here. Everything you do is ok (supposedly). You
canā€™t break Vegas.
The familiar that is a little off has a
strange and revealing power.
Strange and Revealing
Look, for instance, at the Statue of Liberty. Iā€™m sure youā€™ve seen it
thousands of times. But probably not at half size with a roller coaster
behind it. In a different context, it allows us to see it in a different way.
Vega$ understands UX
Aside from Disney, very few people were thinking about the total experience like Las Vegas does.
The carpets are designed to keep you trapped. Oxygen is pumped into the casinos. No clocks are
ever visible. Lately, some casinos have taken to painting the ceiling to be like the sky so you are
further disoriented.

Las Vegas understands UX at both this sort of macrolevel and also at the microlevel as well. Letā€™s
talk about the macrolevel ļ¬rst.
A Pattern of Activities
The third lesson from Las Vegas. The area around the Las
Vegas Strip and inside the casinos certainly isnā€™t organized
like other cities, or at least not obviously so. Especially not
modern cities with their grid-like patterns. Las Vegas is
arranged around patterns of activities.
A Pattern of Activities
Isnā€™t MySpace too just a pattern of activities? One might say itā€™s
a mega-pattern of activities, trying to collect in one space
everything that one might do elsewhere on the web--IM,
bulletin boards, blogging, photo sharing, email--all in one
place.
Tiered Functionality
Look at the increasing levels of difficulty in Vegas. Anyone can come
in, put a nickel in a slot machine and play. Slightly more
sophisticated go to craps or blackjack. Up and up to high-stakes
poker games. But they have made each level of the experience
compelling in its own right. Yes, higher stakes people are treated
better, but slot machines have become the bread and butter of
Attention to Crazy Detail
Going down to the microlevel, letā€™s examine slot machines. A well-designed model can bring in $1b
year! Slot machines gross more every year than McDonalds, Wendyā€™s, Burger King, and Starbucks.
Combined! Players typically initiate a game every six seconds!
- designed for a speciļ¬c audience: women over 55 with disposable income
- many small, positive reinforcements and constant feedback. Gives out a variety of rewards: small
pays, medium pays, and huge jackpots
- infrequent random reinforcement or intermittent reward
- built on a ļ¬‚exible platform, games and winner/loser ratios can always be tweaked
- every detail is carefully created. there is even a sweetener to the sound of money falling. some
machines have up to 400 different sound events
Irony
How do we overcome the class divide that often separates
designers from normal people? Las Vegasā€™s ļ¬nal lesson is this one:
the use of irony as a design tool. Weā€™re often too serious about
our designs. We need more winks and nudges and boldfaced
Delight. This is what Vegas, past and present and hopefully future
has in spades.
Thanks. Viva Las Vegas!
dan@odannyboy.com
http://www.odannyboy.com

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Learning Interaction Design from Las Vegas

  • 1. Learning Interaction Design from Las Vega$ Dan Saffer
  • 2. Learning from Las Vegas Any unattributed quotes Iā€™m referencing in this talk all come from this seminal book by Robert Venturi, written in the late 1960s and revised in the early 1970s.
  • 3. This is a city? When I talk about Las Vegas for this talk, I am mostly talking about The Strip. Las Vegas certainly isnā€™t a traditional city (although certainly the surrounding areas certainly are). On the Strip, there are no things we expect from a main street: no post office, schools, hospitals, etc. Thereā€™s very little attractions to see in Vegas--the city itself makes the attractions. It seems like everything is chaotic.
  • 6. Withholding judgement may be used as a tool to make later judgement more sensitive. This is a way of learning from everything. The ļ¬rst lesson from the Learning from Las Vegas book. We need to look around us with clear vision. Tibor Kalman said he only found inspiration in high art and what he called the vernacular. Las Vegas is about as vernacular as it gets.
  • 7. Disorder is only an order that we cannot see. ā€”Henri Bergson The second lesson about learning from Las Vegas. We need to sometimes look through the ā€œjunkā€ and what we perceive as ā€œbad designā€ to see what is really going on.
  • 8. An Order We Cannot See Itā€™s not a big leap from this... to this!
  • 9. An Order We Cannot See Itā€™s not a big leap from this... to this!
  • 10. MySpace isnā€™t designed. ā€”Tim Brown, IDEO CEO Designers now treat MySpace the same way architects used to treat Las Vegas. You get ridiculous statements like this one. I suppose MySpace sprung from the head of Zeus? What he means is MySpace isnā€™t designed the way I would design it.
  • 11. Class You canā€™t talk about Vegas without talking about class. But not this kind of class, babycat.
  • 12. Class This kind of class. All you can eat buffets for overweight schlubs. Making the correct design choices sometimes means designing so it is appropriate for the audience: an audience that is unaccustomed to ā€œfancyā€ design--that is, design that we as designers would consider ā€œgoodā€ design. Does this mean that we should discard our design sensibilities when designing now? Iā€™ll come back to that.
  • 13. As Experts with Ideals, who pay lip service to the social sciences, they build for Man rather than for peopleā€”this means, to suit themselves, that is to suit their own particular upper-middle class values, which they assign to everyone. Venturi says this about Architects, but it easily applies to designers as well. In other words, designers spend time designing for an idealized person--a person that not surprisingly turns out to be someone almost exactly like ourselves. We need instead to design for people.
  • 14. Ceci n'est pas Paris Could it be that our technologies are getting too complicated? That people want to use them without the hassle of using them? A different program for Email, IM, Blogging, listening to music, etc. In other words, why go to Paris when you can go to Paris? Put aside your snobbery.
  • 15. Abandoning Pure Form... Las Vegas abandonā€™s the pure form, like this pretty standard (in the US) motel...
  • 16. ...for Mixed Media The buildings on the strip never do only one thing. They are hotels, restaurants, casinos, theme parks, concert halls, and probably a host of other things as well.
  • 17. Less is more. ā€”Ludwig Mies van der Rohe This is what weā€™re taught as designers, isnā€™t it. A mantra. Less is more, less is more...Simplicity!
  • 18. Less is more. ā€”Ludwig Mies van der Rohe Less is a bore. ā€”Robert Venturi This is what weā€™re taught as designers, isnā€™t it. A mantra. Less is more, less is more...Simplicity!
  • 19. More is More MySpace permits users to do almost anything to the look of their proļ¬le pages, and the prevailing aesthetic is decidedly quot;more is morequot;: more color, more animation, more typefaces, more sound, more of everything makes a better proļ¬le page. You can use this tool to present yourself however you want.
  • 20. More is More MySpace permits users to do almost anything to the look of their proļ¬le pages, and the prevailing aesthetic is decidedly quot;more is morequot;: more color, more animation, more typefaces, more sound, more of everything makes a better proļ¬le page. You can use this tool to present yourself however you want.
  • 21. More is More MySpace permits users to do almost anything to the look of their proļ¬le pages, and the prevailing aesthetic is decidedly quot;more is morequot;: more color, more animation, more typefaces, more sound, more of everything makes a better proļ¬le page. You can use this tool to present yourself however you want.
  • 22. Role Playing Role playing has a big part of the Las Vegas experience. You donā€™t have to be Bob from Accounting in Las Vegas. You can be Bobrius, the gladiator.
  • 23. Role Playing Just like online you can be Grond the troll. Or Elexa Wondergirl on MySpace.
  • 24. No Need for an Undo You canā€™t break Las Vegas. Vegas even promotes this with its ā€œWhat happens in Vegas stays in Vegasā€ ad campaign. Can you imagine another city (except maybe New Orleans) promoting sex and violence and chaos with such abandon? You donā€™t need an Undo button here. Everything you do is ok (supposedly). You canā€™t break Vegas.
  • 25. The familiar that is a little off has a strange and revealing power.
  • 26. Strange and Revealing Look, for instance, at the Statue of Liberty. Iā€™m sure youā€™ve seen it thousands of times. But probably not at half size with a roller coaster behind it. In a different context, it allows us to see it in a different way.
  • 27. Vega$ understands UX Aside from Disney, very few people were thinking about the total experience like Las Vegas does. The carpets are designed to keep you trapped. Oxygen is pumped into the casinos. No clocks are ever visible. Lately, some casinos have taken to painting the ceiling to be like the sky so you are further disoriented. Las Vegas understands UX at both this sort of macrolevel and also at the microlevel as well. Letā€™s talk about the macrolevel ļ¬rst.
  • 28. A Pattern of Activities The third lesson from Las Vegas. The area around the Las Vegas Strip and inside the casinos certainly isnā€™t organized like other cities, or at least not obviously so. Especially not modern cities with their grid-like patterns. Las Vegas is arranged around patterns of activities.
  • 29. A Pattern of Activities Isnā€™t MySpace too just a pattern of activities? One might say itā€™s a mega-pattern of activities, trying to collect in one space everything that one might do elsewhere on the web--IM, bulletin boards, blogging, photo sharing, email--all in one place.
  • 30. Tiered Functionality Look at the increasing levels of difficulty in Vegas. Anyone can come in, put a nickel in a slot machine and play. Slightly more sophisticated go to craps or blackjack. Up and up to high-stakes poker games. But they have made each level of the experience compelling in its own right. Yes, higher stakes people are treated better, but slot machines have become the bread and butter of
  • 31. Attention to Crazy Detail Going down to the microlevel, letā€™s examine slot machines. A well-designed model can bring in $1b year! Slot machines gross more every year than McDonalds, Wendyā€™s, Burger King, and Starbucks. Combined! Players typically initiate a game every six seconds! - designed for a speciļ¬c audience: women over 55 with disposable income - many small, positive reinforcements and constant feedback. Gives out a variety of rewards: small pays, medium pays, and huge jackpots - infrequent random reinforcement or intermittent reward - built on a ļ¬‚exible platform, games and winner/loser ratios can always be tweaked - every detail is carefully created. there is even a sweetener to the sound of money falling. some machines have up to 400 different sound events
  • 32. Irony How do we overcome the class divide that often separates designers from normal people? Las Vegasā€™s ļ¬nal lesson is this one: the use of irony as a design tool. Weā€™re often too serious about our designs. We need more winks and nudges and boldfaced Delight. This is what Vegas, past and present and hopefully future has in spades.
  • 33. Thanks. Viva Las Vegas! dan@odannyboy.com http://www.odannyboy.com