Documentos de Académico
Documentos de Profesional
Documentos de Cultura
experience design
Generating great stories – new product development
Preface
This paper is based on Philips Design’s ‘Research through Design’ program, intended to develop
business options with high potential value and in a timely manner. The paper outlines an approach
to assessing and evaluating innovative experience solutions – presented as tangible experience
demonstrators – that are being developed to have people create their own relevant and meaningful
experiences.
This approach to Experience Assessment builds – in five steps – on the fundamentals of people’s
experiences. Such experiences are both dynamic (evolving over time); personal (an integral part
of each individual’s experience); and memorable (memory forms a frame of reference for new
experiences as well as a long term ‘data-source’ of past experiences).
As an example of how this approach can be applied, we present one of our recently conducted
research projects, intended to help with the development of new innovative solutions for home
entertainment. We show how the approach supports both the design of personalized and
meaningful solutions for people, yet remains quick and cost-efficient.
a case study
We developed our Experience Assessment The experience demonstrators developed by it includes ‘OpenFrames’.The functionality of Figure 5
approach within the framework of AMEC,1) and the design team provide solutions for in-home an ‘OpenFrame’ is open to whatever the user Experience prototype
designed it for the development of new digital entertainment.They combine external TV desires so that it can, for example, become for alejandra (left) and
systems and solutions that can help people to content with local/self-created digital content a photo viewer, radio, or recipe book. Each ‘openframe’ (right)
transform their home environment and enable (such as home movies or downloaded films, functionality can be downloaded and organized
new activities, either by supporting existing pictures and music, etc.), with access to Internet in the HomeMenu. (See figure 5.)
lifestyles, or adopting new ones. services.The entire setting is based around the
television in the home. (See figure 4.) 2. Sietske’s demonstrator was designed to enable
This project was informed by extensive in- the physical flexibility of digital content. In
depth research into people’s everyday lives, The experience demonstrator was based on addition to a TV and E-hub, it includes the
their behaviors, needs and wants. Based on one technological platform consistent across the ‘LifeBook’, a personal and flexible tablet
this research, we compiled three distinctive three target groups. It consisted of: onto which you can load multiple content.
Personas2) (called Alejandra, Sietske, and Jeroen) • A ‘set-top box’ containing all the appropriate This makes it become whatever you want,
Figure 4
to represent target groups and help designers technology whenever you want: a photo album, a
The setting of the experience
translate their abstract people insights into • ‘personalizable’ home menu displayed on a TV collection of news and business services, a
demonstrator
tangible solutions. • Various objects to make the content mobile. storybook, scrapbook, a communication tool
and so on. (See figure 6.)
It is important to note that the experience
demonstrators were based on one technological
platform.This was to show that the same
technology can be worked out in different
applications evoking distinctively personalized
experiences for various target groups and
enabled us to construct three experience
demonstrators, each targeted at one of our
personas.
The authors
Reddering, Liesbeth Scholten, Bruce Thomas, and Stefanie Un for
their valuable input. Rameckers, L. and Bueno, M. (2003). Research for Innovation:
Fitting the design process at Philips Design, presented at ESOMAR
Footnotes
Qualitative conference 2003 Slava Kozlov is Senior Consultant, Philips Design, Netherlands.
Cass, J. and Gridely, N. (2004). Experience Design. A positioning Lucile Rameckers is Senior Consultant, Philips Design,
1. AMEC: AMbient ECologies is subsidized by ITEA (Information paper for Philips Design, Royal Philips Electronics. Netherlands.
Technology for European Advancement). It is a collaborative project
between several European partners to stimulate and encourage Grudin, J., and Pruitt, J. (2002). Personas, Participatory Design Paul Schots is Researcher, Philips Design, Netherlands.
European industry to take a leading role in digital technology and Product Development: An Infrastructure for Engagement.
systems. (Aarts and Marzano, 2003; Aarts et al, 2003). More detailed Proceedings of Participatory Design Conference.
information about the project can be found at the project web-site:
http://www.amecproject.com/ Pine, B, and Gilmore, J. (1999), Experience Economy: Work is
Theatre and Every Business a Stage, Harvard Business School Press.
2. Personas are fictional people with ‘real’ life stories, goals and tasks
(Grudin and Pruitt, 2002). The Personas developed for this project Prahalad, C.K. and Ramaswamy,V. (2004). The Future of
are fictional yet realistic, meaning that they do not exist in real life, Competition: Co-creating Unique Values with Customers, Harvard
but are based on extensive research into ‘real’ people. The method Business Scholl Press.
used to develop research-based Personas is described in Research
for Innovation: Fitting the design process at Philips Design, Lucile Rameckers, L. and Un, S. (2005). “People insights at the ‘fuzzy
Rameckers and Monica Bueno, presented at ESOMAR’s Qualitative front’ of innovation”: How to achieve human-centered innovation?
Conference 2003 Proceedings of ESOMAR Qualitative Conference, 2005.