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Keynote: Kelly Goto – Designing for Lifestyle

  • Everyone’s talking about the internet, what’s working, not working for them.
  • Different cultural implications of technology – very different whilst very ‘the same’
  • “two years ahead, ten steps ahead” – what will we have to work with in 2 years from now?
  • Designing for lifestyle is where we really are – dive deeply into immersive experience

Demo of Second Life

  • ppl using to network, business meetings in second life
  • virtual conferences are the next step
  • Approx 740,000 ppl in second life at the moment
  • important for sense of comfort, sense of home, even in VR world
  • use it integrate life currently and network individuals around the world. Introduce avatars of self
  • Global Avatar should follow – flcikr, second life, etc. All one ID.

Innovation

  • Business looking at innovation – cultural change in big business.
    manifesting a culture that embraces innovation
    “we listen to what customers didn’t say, and observed what they did” – Jock Troung, VP of 3M Supply Division
  • Ethanography – about hanging out w/ ppl, waiting for that “AHA!” moment.
    Example: “CHECK ENGINE” light – we’ve been trained to ignore some signs. Check Engine = where we are currently.
  • Human – Human communication and Machine to Machine communication is smooth and easy. We have that down.
    Human to machine and Machine to Human are where the troubles remain
  • Web2.0’s interaction revolution – “Trying to get our machines to be more human, every single day”
  • Demo Eliza; discuss turing test.
    Chat bots etc, often used for live help.
    Changing back to natural language; machines speaking ‘human’
  • Lifestyle focused companies – TiVo, Google, jetBlue, Apple :: big, friendly, people love the interfaces. Excelled by creating friendly, human interfaces and interaction processes
  • “Friendly 2.0” Machines should talk to us like they’re real; make us more comfortable. Causes spread of word through positive experience.
  • “Google Just Works”
  • Google develop a culture around innovation. Pride themselves on brilliant ppl, allowed freedom to “do what they want to do” – 1 day per week innovation time has become legendary in the industry.
  • IPOD: personality lifestyle driven – not just a mobile device
  • Fluid user experience. Ubiquitus control over the devices in our daily lives.
  • Practical vs. Emotional – how can you design an appro. Exp.
  • some mobile devices are expensive and hard to use, but because aesthetically pleasing, we use it every day; develop Emotional attachment to it
  • Emotional connections cause dedication; potentially addiction
  • getting information off internet like trying to sip from firehose
  • Practical – convenient, learnable, cost effective. Functional; meets needs; trustworthy.
  • Emotional – intuitive, customized, unique,, aesthetic, Meets desires, Compelling – leads to addictive behaviour. Kelly trying to understand what leads to addictive behaviour? myspace, flickr, second life… all proven addictive.
  • Companies in silicon valley trying to create addictive behaviour. Ritual != addiction
    Ritual most important thing you can create for cutomers, employees etc.
    Can’t create addiction, can create ritual

Mobile (r)evolution

  • 116billion US per year mobile devices 88% goes to carrier, rest into data/content providers
  • nterviews revealed no longer only early adopters watching mobile TV.
  • opportunities for billions of dollars from mobile market; mobile infiltration quit high approx 70-80% US
  • Lifestyle design is important – huge open window; coming quickly
    – most popular phones in Europe very different from most popular in US – different UI’s etc.
  • “2.0 is cute” – 2.0 is about not freaking us out with the technology – friendly
  • More servies integrated into our lives, our pref’s – exciting when it works, keep trying when it doesn’t
  • Transfer great online exp to mobile
  • Content – create an experience out of your content; not just pile it on and hope for the best
  • location based services ie dodgeball.com – not everyone wants that level of info available about them
  • lots of interest in location based services; GMaps being a posterchild of the web2.0 experience
  • “mobile phones are the new cool”
  • south korea is largest mobile device market.

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Thanks for an amazing few days Web Directions. So many great themes of empathy, inclusion, collaboration, business impact through design, and keeping our future deeply human.

Laura van Doore Head of Product Design, Fathom