Unraveling the threads of experience design

A kimchi refrigerator (Photo credit: cher https://flic.kr/p/7yh7dN)
A kimchi refrigerator (Photo credit: cher https://flic.kr/p/7yh7dN)

Have you ever considered how and why a kimchi refrigerator offers users more autonomy than conventional refrigerators might, what constitutes an ideal trip to and through an airport, or why a sophisticated golf simulator might offer a peak form of entertainment? Jin Woo Kim’s Design for Experience: Where technology meets design and strategy, which I discovered in Fjord’s slide deck on design trends for 2016, seeks to dymytisfy the thinking and requirements behind designing powerful product and service experiences.

Kim’s book is useful on multiple levels. I have been so immersed in the North American and European literature on design for service and experience design that it was refreshing to read a leading Korean HCI scholar on experience design. I appreciate how Kim integrated ideas from Confucius, John Dewey and Vitruvius  to underlie his exploration of experience design. Lucy Kimbell extolls Vitruvius in her handbook on service innovation, and Dewey is oft-cited in  Benz’s edited collection on Experience Design, but  I was delighted to read more about how Confucius’s ideas on harmony inform experience design.  I also enjoyed how Kim blends detailed technical explanations of design features with supporting narration of his experiences in Seoul, and detailed analyzed a range of Korean and Western products and services as UX examples.

At its core, the book presents a detailed framework of threads, levers, UX factors, and design features involved in designing product and service experiences. Kim breaks down meaningful, valuable and harmonious experience into three interrelated dimensions with associated key conceptual controls:

  • sensorial experience + sense of presence
  • judgemental experience + locus of causality
  • compositional experience + relational cohesiveness

Kim’s framework is similar to the product experience framework introduced by Desmet and Hekkert and adapted by Silvia Grimaldi, which I discussed in my review of Experience Design: Concepts and Case Studies. What distinguishes Kim’s monograph from either this previous work or a text like Pine and Gilmore’s The Experience Economy is Kim’s detailed analysis and explanation of underlying UX factors and design features. The detailed, careful analysis of case studies and exposition associated UX factors and design features will prove useful to design students and practitioners. If you haven’t thought what vividness or presence or autonomy and automation might mean in relation to an experience or if you having considered which type of information architecture is best suited to the product or service experience you hope to offer, this text explicates these ideas in detail and offers concrete useful examples from both products and services.

What I found most challenging about the book was its focus only on designing corporate or commercial products and services although the principles and concepts will be equally useful for those designing for social innovations or  community experiences. I was hoping that Kim might address to the scope of design challenges that Kees Dorst addresses in Frame Innovation (e.g. the experience in a Sydney entertainment district) or the contributors to Benz’s collection do (festivals, public spaces), but Kim situates his framework squarely in traditional commercial product and service design. Nor does Kim address aspects of power, social justice, or sustainability..

Kim ends Design for Experience with a process description to apply the three dimension framework to the example of designing a companion product or service. What surprised me most about this section of the book was that Kim also emphasizes the organizational requirements needed to offer a harmonious, successful project. What I most appreciated about Kim’s text was his case in favour of interdisciplinary design practices informed by research and theory from the humanities and social sciences. Kim advocates for partnership between industry and academia. He calls for not only social science informed design research but also careful analysis of humanities research on relevant concepts like play or companionship depending on the particular design challenge.

Design for Experience makes a valuable contribution to the experience design literature.  It offers a solid conceptual framework for user experience designers, information architects, and practitioners to work with as they collaborate.

 

On Experience Design: Concepts and Case Studies

In the wake of reading Thomas Wendt’s post-phenomenological exploration of experience design, I picked up Peter Benz’s edited collection Experience Design: Concepts and Case Studies.

The collection offers a wide-ranging set of essays, research articles, and case studies. What I enjoyed most about the collection was the range of contexts it explores: everyday micro-interactions with commonplace objects like a tea kettle (Grimaldi), urban public spaces (Rajendran, Walker and Parnell), eating situations (Sommer et al.), and festivals (Strandvad and Pederson). Most of the studies were short enough to be read in a brief sitting, so after the deep dives that Thomas Wendt and Andrew Hinton’s Understanding Context offered me, this collection offered a fast-paced, high-level survey.

I’ve already started experimenting with one of frameworks presented and extended in the book: Grimaldi’s adaptation of Desmet and Hekkert’s “Framework of Product Experience”, which proposes that experience can vary on four dimensions:

  • aesthetic experience
  • cognitive experience
  • emotional experience
  • narrative experience

I’m starting to experiment with using these dimensions as a point of departure in conversations about designing learning experiences.  The categories are intuitive, and, in retrospect, I realize that aesthetic experience includes interactions with objects, things and other material elements in the learning setting.

Rajendran et al.’s chapter on how people experience urban public settings prompted me to wonder about how learning might be orchestrated in new and novel ways in the very constrained setting of large, front-facing lecture halls. Might there be creative, inexpensive ways of creating spaces within the room? Many years ago, I interviewed SFU mathmatics education professor Peter Liljedahl and he shared an anecdote about how he uses construction tape to direct student flows. This chapter also probes why people value particular spaces.

The final chapter that has stuck with me is Tara Mullaney’s case study of her design education intervention to disrupt design students’ tendency to adopt a problem-solving mindset rather than to search for transformative solutions to existing experiences. Working in the context of transforming the interaction between a bank and it customers, Mullaney had student do a one day design sprint to externalize an initial complete design and then mid-project had the group collectively ideate alternative concepts to interweave a personal finance and banking concern.  I appreciated how this chapter questioned the dominant logic of observational and user research. It made me wonder how collective brainstorming across disciplinary and educational knowledge domains (e.g.workplace business practice + higher education) might produce learning experience designs that transform learning experiences.

There is a lot of rich material in this collection and I anticipate returning to the first section on phenomenology and other theoretical perspectives over time.

What are you reading on experience design and how has it shaped your practice?