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Designing for Lifestyle
     Experience Sampling




                           Presented by Kelly Goto
                              kelly@gotomedia.com
turing test
  alan turing circa 1950’s
concept: tara lemmey
voice    touch
                                    words

                       Human-Human
                       expression




concept: tara lemmey
concept: tara lemmey
XML
                       EDI
                             UDDI
                                          SOAP
                       Machine-Machine
                                             binary
                             RDF




concept: tara lemmey
concept: tara lemmey
voice
                         gesture
                       Human-Machine
                                      visual
                        touch



concept: tara lemmey
concept: tara lemmey
voice      ajax
                        Machine-Human
                        imagery           GUI
                          communication


concept: tara lemmey
Machine-Human
Communication-Interaction
Trust.
The Turing Test: Circa 1950
introduced Jan 1983
    $9,995.00 (today ~$21,693.00)
first GUI (graphical user interface) on a
          personal computer
        resolution 720 x 364!
http://www.touchuserguide.com
completely automated public turing
    test to tell humans apart
           www.captcha.tv
http://childrenofthenineties.blogspot.com
http://childrenofthenineties.blogspot.com
2004: subservient chicken
http://blogs.knoxnews.com/munger/oracle.jpg
Wiimote

      Motion Sensor
     Force Feedback
     Audio Speaker
      IR + Bluetooth
 2-way Communication
    Pointing Device
    Identity Pairing


“Gets you off the couch!”
Brain - Computer
     Interface

       Avatar Control
    EEG Sensor Headwear
        Biofeedback
   Extra Sensory Discovery
   Galvanic Skin Response



“Direct action by your mood!”
iPhone
       iPod Touch
gesture + contextual navigation
     experience sampling
  personal media aggregator
     mobile communicator
proximity + location awareness
     avatar management
      augmented reality
          sneakernet
     placelessness portal
       wireless keychain
    complexity abstraction

    “Every once in awhile...”
iPad
   gesture + contextual navigation
     environment control panel
     personal media aggregator
        mobile communicator
   proximity + location awareness
        avatar management
         augmented reality
             sneakernet
        placelessness portal
          wireless keychain
       complexity abstraction

“... a revolutionary product comes along
         that changes everything!”
User Experience Components
User Experience Components

                practical
    convenient, accessible, economical,
      functional, utilitarian, reliable


               emotional
   intuitive, personal, unique, aesthetic,
    inspires desire, compelling, nostalgic
Talk                Ask              Observe              Experience


Focus Groups        Interviews       Usability Testing    Ethnography


Typically 4-9 people 1-on-1          1-on-1               1-on-1 or group

                                                          Experience
Discussion about     Questionnaire   Users complete
critical aspects     Brainstorming   representative tasks sampling; livetesting
                                                          observation /
                    Conducted by
Moderator                            Observer/Moderator Self-reporting
                    Interviewer                           implicit / explicit

1-2 hours            1-2 hours       1- 1.5 hours         ongoing; iterative
Talk                Ask              Observe              Experience


Focus Groups        Interviews       Usability Testing    Ethnography


Typically 4-9 people 1-on-1          1-on-1               1-on-1 or group

                                                          Experience
Discussion about     Questionnaire   Users complete
critical aspects     Brainstorming   representative tasks sampling; livetesting
                                                          observation /
                    Conducted by
Moderator                            Observer/Moderator Self-reporting
                    Interviewer                           implicit / explicit

1-2 hours            1-2 hours       1- 1.5 hours         ongoing; iterative
Talk                Ask              Observe              Experience


Focus Groups        Interviews       Usability Testing    Ethnography


Typically 4-9 people 1-on-1          1-on-1               1-on-1 or group

                                                          Experience
Discussion about     Questionnaire   Users complete
critical aspects     Brainstorming   representative tasks sampling; livetesting
                                                          observation /
                    Conducted by
Moderator                            Observer/Moderator Self-reporting
                    Interviewer                           implicit / explicit

1-2 hours            1-2 hours       1- 1.5 hours         ongoing; iterative
Talk                Ask              Observe              Experience


Focus Groups        Interviews       Usability Testing    Ethnography


Typically 4-9 people 1-on-1          1-on-1               1-on-1 or group

                                                          Experience
Discussion about     Questionnaire   Users complete
critical aspects     Brainstorming   representative tasks sampling; livetesting
                                                          observation /
                    Conducted by
Moderator                            Observer/Moderator Self-reporting
                    Interviewer                           implicit / explicit

1-2 hours            1-2 hours       1- 1.5 hours         ongoing; iterative



   What People Think                            How People Live
Experience Sampling
Experience Sampling
Experience Sampling
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling

 what device a
 are you using?       where are you?      what are you doing?




 what “noise” is       what time of        what limitations
distracting you?        day is it?           are there?



what stage of the     are you able to        how does it
 task are you in?   complete your task?     make you feel?
Experience Sampling
Experience Sampling


   device       place         task


   noise        time     limitations


state / stage   result    feeling
Experience Sampling
Experience Sampling
Experience sampling or experience
sampling method (ESM) refer to set of
techniques to capture people's
behaviors, thoughts, or feelings as
they occur in real-time. This would
include "naïve" accounts of critical
events but also more "processed"
representations.
Experience Sampling
Placelessness
    with mass communication, and
       increasingly ubiquitous high
   technology, places become more
and more similar, so that locations
 lose a distinctive ‘sense of place’
                      (e. relph 1976)
Placelessness




http://www.lightindustry.org/crude_oil.jpg
Microformats
Designed for humans first and
machines second, microformats
are a set of simple, open data
formats built upon existing and
widely adopted standards.
(from the microformats site)
Microformats
shoshin
beginner’s mind
"We loved having him, but he couldn't sing to save his life."
McEnroe stuck with it, however, taking voice lessons and
eventually recording 10 original tracks.
photo: Albert Watson
It turned out that getting fired from
                       Apple was the best thing that could have
                       ever happened to me. The heaviness of
                       being successful was replaced by the
                       lightness of being a beginner again, less
                       sure about everything. It freed me to enter
                       one of the most creative periods of my
                       life.
                       I'm pretty sure none of this would have
photo: Albert Watson




                       happened if I hadn't been fired from
                       Apple.
                       - Steve Jobs
The Future?
http://www.m-trends.org/2010/01/mobile-trends-2020.html
modes of:
modes of:   communication
modes of:       communication
            information transfer
modes of:        communication
             information transfer
            interaction | experience
modes of:        communication
             information transfer
            interaction | experience
                    semantic
modes of:        communication
             information transfer
            interaction | experience
                    semantic
                   sensing
modes of:        communication
             information transfer
            interaction | experience
                    semantic
                   sensing
                     intelligence
In the future: When machines talk, will we

                          LISTEN?
yoyu

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Designing for Lifestyle

  • 1. Designing for Lifestyle Experience Sampling Presented by Kelly Goto kelly@gotomedia.com
  • 2. turing test alan turing circa 1950’s
  • 3.
  • 4.
  • 6. voice touch words Human-Human expression concept: tara lemmey
  • 8. XML EDI UDDI SOAP Machine-Machine binary RDF concept: tara lemmey
  • 10. voice gesture Human-Machine visual touch concept: tara lemmey
  • 12. voice ajax Machine-Human imagery GUI communication concept: tara lemmey
  • 15.
  • 16.
  • 17.
  • 19.
  • 20. The Turing Test: Circa 1950
  • 21.
  • 22.
  • 23. introduced Jan 1983 $9,995.00 (today ~$21,693.00) first GUI (graphical user interface) on a personal computer resolution 720 x 364!
  • 25. completely automated public turing test to tell humans apart www.captcha.tv
  • 30. Wiimote Motion Sensor Force Feedback Audio Speaker IR + Bluetooth 2-way Communication Pointing Device Identity Pairing “Gets you off the couch!”
  • 31. Brain - Computer Interface Avatar Control EEG Sensor Headwear Biofeedback Extra Sensory Discovery Galvanic Skin Response “Direct action by your mood!”
  • 32. iPhone iPod Touch gesture + contextual navigation experience sampling personal media aggregator mobile communicator proximity + location awareness avatar management augmented reality sneakernet placelessness portal wireless keychain complexity abstraction “Every once in awhile...”
  • 33. iPad gesture + contextual navigation environment control panel personal media aggregator mobile communicator proximity + location awareness avatar management augmented reality sneakernet placelessness portal wireless keychain complexity abstraction “... a revolutionary product comes along that changes everything!”
  • 35. User Experience Components practical convenient, accessible, economical, functional, utilitarian, reliable emotional intuitive, personal, unique, aesthetic, inspires desire, compelling, nostalgic
  • 36.
  • 37.
  • 38.
  • 39. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
  • 40. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
  • 41. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative
  • 42. Talk Ask Observe Experience Focus Groups Interviews Usability Testing Ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Experience Discussion about Questionnaire Users complete critical aspects Brainstorming representative tasks sampling; livetesting observation / Conducted by Moderator Observer/Moderator Self-reporting Interviewer implicit / explicit 1-2 hours 1-2 hours 1- 1.5 hours ongoing; iterative What People Think How People Live
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 56. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 57. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 58. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 59. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 60. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 61. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 62. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 63. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 64. Experience Sampling what device a are you using? where are you? what are you doing? what “noise” is what time of what limitations distracting you? day is it? are there? what stage of the are you able to how does it task are you in? complete your task? make you feel?
  • 66. Experience Sampling device place task noise time limitations state / stage result feeling
  • 67.
  • 69. Experience Sampling Experience sampling or experience sampling method (ESM) refer to set of techniques to capture people's behaviors, thoughts, or feelings as they occur in real-time. This would include "naïve" accounts of critical events but also more "processed" representations.
  • 70.
  • 72. Placelessness with mass communication, and increasingly ubiquitous high technology, places become more and more similar, so that locations lose a distinctive ‘sense of place’ (e. relph 1976)
  • 74. Microformats Designed for humans first and machines second, microformats are a set of simple, open data formats built upon existing and widely adopted standards. (from the microformats site)
  • 77.
  • 78. "We loved having him, but he couldn't sing to save his life." McEnroe stuck with it, however, taking voice lessons and eventually recording 10 original tracks.
  • 80. It turned out that getting fired from Apple was the best thing that could have ever happened to me. The heaviness of being successful was replaced by the lightness of being a beginner again, less sure about everything. It freed me to enter one of the most creative periods of my life. I'm pretty sure none of this would have photo: Albert Watson happened if I hadn't been fired from Apple. - Steve Jobs
  • 83.
  • 85. modes of: communication
  • 86. modes of: communication information transfer
  • 87. modes of: communication information transfer interaction | experience
  • 88. modes of: communication information transfer interaction | experience semantic
  • 89. modes of: communication information transfer interaction | experience semantic sensing
  • 90. modes of: communication information transfer interaction | experience semantic sensing intelligence
  • 91.
  • 92. In the future: When machines talk, will we LISTEN?
  • 93. yoyu