21st Century Design
0

reMIX South, User Experience

21st Century Design

August 6th, 2011 by Matt Haff

Speaker: August de los Reyes from Artefact Design

Video: Original talk

Zombies, Werewolves & Vampires

Recent cultural phenomenon

20th Century

  • Zombies – neither living nor dead, living and dead, hybrid model, ambiguity, play between living & dead
  • Vampire – kill the vampire, end the ambiguity, decide between life and death, striving towards stability, no change – back to normal
  • fight change

21st Century

  • true blood, twilight, teen wolf, vampire diaries, ugly americans
  • we must learn to live with the ambiguity of constant change – we can find comfort and happiness in doing so.
  • embrace change

The A-Team

They improvise solutions, weapons, make things happen with whatever is available. People combine elements to make new experiences.

20th Century

  • vertical structures
  • traditional vertical root structures
  • spider
  • television
  • brittanica
  • newswire
  • app has a distinct beginning and end.
  • Windows tree menu

21st Century

  • horizontal structures
  • rhizome root structure wide & shallow -
  • starfish
  • YouTube
  • Wikipedia
  • Twitter
  • shift the app experience – multiple non hierarchical entry and exit points. Like Facebook, twitter, and WoW (they continue going we just enter/exit)
  • iOS, WIndows Phone, no structure for apps, etc.

Harry Potter

  • About learning
  • early example of 21st century learning model
  • books and movies convey the story
  • wikis, blogs, forums, web sites complete the model
  • no memorization required.

20th Century

  • The endpoint of the 20th century learning model is efficiency. This value is translated into software design: time to task, number of clicks to goal, series of steps to be mastered.
  • kuleshov effect – the meaning comes from the structure.

21st Century

  • design views learning as the effect of an environment – an environment that marries structure and complete freedom within the constrains of that structure.
  • george lois – Xerox tv ad, so easy a 5 yr old girl can do it. Federal Trade commission thought it was a hoax, false advertising! So Xerox reshot the video with a trained chimp making the copies.
  • While it seems cerebral, it is in fact quite practical.Interaction is less about the physical and material. We are not pressing actual buttons or flipping real switches. We are just rubbing glass and waving our hands in the air.

Conclusion

  • We must look at the future as a set of possibilities, not as something that forces us to comply to a system.
  • The systems we design should provide the building blocks not spoon feed the user.
  • We should develop environments that embraces learning.

Leave a Reply

Twitter

© 2011 Church & Web Design | All Rights Reserved