2. NATHAN SHEDROFF nathan.com @nathanshedroff
BREAK
BREAK
10:30
9:00
EXPERIENCE DIMENSIONS EXERCISE
LADDERING EXERCISE
INTRODUCTIONS
WHAT IS EXPERIENCE DESIGN?
10:45
WORKSHOP SCHEDULE
13:00
12:00
12:15 WHAT IS A WAVELINE?
WAVELINE EXERCISE
DISCUSSION
3.
4.
5.
6. product taxonomies 16
user behavior 116
experiences 4
experience taxonomies 10
100 years 22
wisdom 54
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96
navigation 84
2008 Edition
Dictionary of
Sustainable Management
MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
foreword by Bruce Sterling
Many designers enjoy the interfaces seen in science fiction films
and television shows. Freed from the rigorous constraints of designing
for real users, sci-fi production designers develop blue-sky interfaces
that are inspiring, humorous, and even instructive. By carefully studying
these “outsider” user interfaces, designers can derive lessons that make
their real-world designs more cutting edge and successful.
“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and
informative book on how interaction design in sci-fi movies informs interaction design in the real
world.... You will find it as useful as any design textbook, but a whole lot more fun.”
ALAN COOPER
“Father of Visual Basic” and author of The Inmates Are Running the Asylum
“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
“Every geek’s wet dream: a science fiction and interface design book rolled into one.”
MARIA GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
Experience Design 1.1
a manifesto for the design of experiences
by Nathan Shedroff
product taxonomies 16
user behavior 116
100 years 22
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96
navigation 84
Design Strategy in Action
Edited by Nathan Shedroff
A publication from the MBA in Design Strategy program
California College of the Arts
2011
7.
8.
9. MBA IN DESIGN STRATEGY
MBA IN STRATEGIC FORESIGHT
designmba.cca.edu
16. NATHAN SHEDROFF nathan.com @nathanshedroff
function
CLV = GC • - M •∑
i = 0
n
(1 + d) i
r i
∑
i = 1
n
(1 + d) i - 0.5
r i - 1
GC = gross contribution per customer
M = (relevant) retention costs per customer per year
n = horizon (in years)
r = yearly retention rate
d = yearly discount rate.
(Lifetime Customer Value)
Photo: southernfoodwaysalliance (Flickr)
17. NATHAN SHEDROFF nathan.com @nathanshedroff
(V/S)b = Enterprise Value / Sales ratio of the firm with the benefit of the brand name
(V/S)g = Enterprise Value / Sales ratio of the firm with the generic product
Let's use as an example branded cereals maker like Kellogg (K) against a generic provider like Ralcorp (RAH).
Value of Kellogg brand name = (1.78 - 1.32)(13846) = $6,369 Million
Thus, (6369/24200) or 26% of the value of the company is derived from brand equity.
{ (V/S)b - (V/S)g}* Sales
$ £ ¤ ¥
function
(BRAND)
25. NATHAN SHEDROFF nathan.com @nathanshedroff
EXPERIENCE
meaning
identity
emotion
price
function
NEEDSOFFER
INTENT
user
customer
audience
participant
employee
citizen
company
NGO
agency
brand
family
friend
stranger
user
customer
audience
participant
employee
citizen
company
NGO
agency
brand
family
friend
stranger
30. NATHAN SHEDROFF nathan.com @nathanshedroff
meaning
identity
emotion
price
function
QUANTITATIVE QUALITATIVE
+
+
+
+
= TOTAL VALUE
31. NATHAN SHEDROFF nathan.com @nathanshedroff
meaning
identity
emotion
price
function
“BOOK VALUE” “GOOD WILL”
+
+
+
+
= TOTAL VALUE
32. NATHAN SHEDROFF nathan.com @nathanshedroff
TOTAL VALUE
(PREMIUM VALUE)
FUNCTIONAL VALUE
+ FINANCIAL VALUE
+ EMOTIONAL VALUE
+ IDENTITY VALUE
+ MEANINGFUL VALUE
=
QUANTITATIVE
QUALITATIVE
33. NATHAN SHEDROFF nathan.com @nathanshedroff
TOTAL VALUE
FUNCTIONAL VALUE
+ FINANCIAL VALUE
+ EMOTIONAL VALUE
+ IDENTITY VALUE
+ MEANINGFUL VALUE
$1.1B =
Instagram
34. NATHAN SHEDROFF nathan.com @nathanshedroff
$1.1B
Instagram
TOTAL VALUE
FUNCTIONAL VALUE
+ FINANCIAL VALUE
+ EMOTIONAL VALUE
+ IDENTITY VALUE
+ MEANINGFUL VALUE
=
$86M
35. NATHAN SHEDROFF nathan.com @nathanshedroff
$1.1B
Instagram
TOTAL VALUE
FUNCTIONAL VALUE
+ FINANCIAL VALUE
+ EMOTIONAL VALUE
+ IDENTITY VALUE
+ MEANINGFUL VALUE
=
$86M
$1.01B
36. NATHAN SHEDROFF nathan.com @nathanshedroff
THOSE COMPANIES
(AND PEOPLE)
WHO FOCUS ON
TOTAL VALUE
CREATE MORE OF
IT, MORE OFTEN
37. NATHAN SHEDROFF nathan.com @nathanshedroff
THOSE COMPANIES
(AND PEOPLE)
WHO FOCUS ON
PREMIUM VALUE
CREATE MORE OF
IT, MORE OFTEN
44. NATHAN SHEDROFF nathan.com @nathanshedroff
From: The Experience Economy, Pine and Gilmore
Commodity Product Service Experience
Price/Value
EXPERIENCE IS VALUABLE
45. NATHAN SHEDROFF nathan.com @nathanshedroff
Commodity Product Service Event/Environment
Experience
Price/Value
EXPERIENCE IS VALUABLE
79. Edward Louis Bernays (November 22, 1891 – March 9, 1995), was an American
pioneer in the field of public relations and propaganda along with Ivy Lee, referred to
in his obituary as "the father of public relations".[1] Combining the ideas of Gustave
Le Bon and Wilfred Trotter on crowd psychology with the psychoanalytical ideas of
his uncle, Dr. Sigmund Freud, Bernays was one of the first to attempt to manipulate
public opinion by appealing to, and attempting to influence, the unconscious.
http://en.wikipedia.org/wiki/Edward_Bernays
80.
81. Louis Cheskin was a scientific researcher, clinical psychologist, and important marketing
innovator. Born in Ukraine on February 17, 1907, he was a one-time Works Progress
Administration (WPA) artistic supervisor.[1] He died of a heart attack at Stanford University
Hospital on October 10, 1981, age 72.
He observed that people’s perceptions of products and services were directly related to
aesthetic design, and named this relationship sensation transference.
Cheskin spent most of his life investigating how design elements impacted people's perceptions
of value, appeal, and relevance. He also discovered that most people could not resist
transferring their feelings towards the packaging to the product itself.
http://en.wikipedia.org/wiki/Louis_Cheskin
97. NATHAN SHEDROFF nathan.com @nathanshedroff
BREADTHTRIGGERS
VALUE
Meaning
Status/Identity
Emotion/Lifestyle
Price
Function
INTENSITY INTERACTION
DURATION
117. NATHAN SHEDROFF nathan.com @nathanshedroff
WHAT MEANINGS DO YOUR
CUSTOMERS PRIORITIZE?
Customer
Meaning
Priorities
MEANING STRATEGY
118. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Customer
Meaning
Priorities
WHAT MEANINGS DOES YOUR
ORGANIZATION PRIORITIZE?
MEANING STRATEGY
119. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
WHAT MEANINGS DO
YOU PRIORITIZE?
MEANING STRATEGY
120. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
Competitors’
Meaning Priorities
WHAT MEANINGS DO YOUR
COMPETITORS TRIGGER?
MEANING STRATEGY
121. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
Competitors’
Meaning Priorities
Strategic Focus
MEANING STRATEGY
122. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
Competitors’
Meaning Priorities
Community
Wonder
Security
Accomplishment
Security
Wonder
Security
Community
Accomplishment
MEANING STRATEGY
123. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
Competitors’
Meaning Priorities
Security
Community
Security
Accomplishment
Security
Wonder
Community
Wonder
Security
Accomplishment
Security
Wonder
Security
Community
Accomplishment
Security
MEANING STRATEGY
124. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
Competitors’
Meaning Priorities
Community
Wonder
Accomplishment
Beauty
Accomplishment
Enlightenment
Community
Wonder
Security
Wonder
Accomplishment
Community
Accomplishment
Community
Wonder
MEANING STRATEGY
125. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
Competitors’
Meaning Priorities
Community
Wonder
Beauty
Accomplishment
Duty
Enlightenment
Security
Harmony
Accomplishment
Accomplishment
MEANING STRATEGY
126. NATHAN SHEDROFF nathan.com @nathanshedroff
Corporate
Meaning Priorities
Team
Meaning
Priorities
Customer
Meaning
Priorities
Competitors’
Meaning Priorities
Community
Wonder
Security
Accomplishment
Security
Wonder
Security
Community
Accomplishment
Security
Security
Community
Security
Accomplishment
Security
Wonder
Community
Security
MEANING STRATEGY
130. NATHAN SHEDROFF nathan.com @nathanshedroff
Qualitative Research
Techniques:
Interviews
Careful Surveys
Shadowing
Laddering
Games, etc.
Book: The Meaning of Things
by Mihaly Csikszentmihalyi
149. NATHAN SHEDROFF nathan.com @nathanshedroff
INITIATION (EXPECTATIONS)
STATE OF MIND (CONTEXT):
TOUCHPOINT ECOSYSTEM: PRODUCT, SERVICE, EVENT, NAME, IDENTITY/SYMBOL
MEDIA: SOCIAL, ETC?
LOCATION
ENGAGEMENT
TIME > > >
ACTUAL
DESIRED
EXPECTED
PLANNED
INTENSITY
DESIRABLE>>><<<UNDESIRABLE
Trepidation
Anticipation
Boredom
Frustration
Anger
Hope
Relief
Frustration
Contempt
150. NATHAN SHEDROFF nathan.com @nathanshedroff
INITIATION (EXPECTATIONS)
STATE OF MIND (CONTEXT):
TOUCHPOINT ECOSYSTEM: PRODUCT, SERVICE, EVENT, NAME, IDENTITY/SYMBOL
MEDIA: SOCIAL, ETC?
LOCATION
ENGAGEMENT
TIME > > >
ACTUAL
DESIRED
EXPECTED
PLANNED
INTENSITY
DESIRABLE>>><<<UNDESIRABLE
Accomplishment Wonder Creation Validation Trust
151. NATHAN SHEDROFF nathan.com @nathanshedroff
INITIATION (EXPECTATIONS)
STATE OF MIND (CONTEXT):
TOUCHPOINT ECOSYSTEM: PRODUCT, SERVICE, EVENT, NAME, IDENTITY/SYMBOL
MEDIA: SOCIAL, ETC?
LOCATION
ENGAGEMENT
TIME > > >
ACTUAL
DESIRED
EXPECTED
PLANNED
INTENSITY
DESIRABLE>>><<<UNDESIRABLE
Accomplishment Wonder Creation Validation Trust
Feature Service ProductPromotion EventWebsite Feature
152. NATHAN SHEDROFF nathan.com @nathanshedroff
TRANSMEDIA
EXPERIENCE
ARCHITECTURE
#ALGREN
LEGEND ...
= MONOMEDIA
= INTEGRATED MEDIA
= TRANSMEDIA
1
3
2
= PERSONA INFLUENCE
= NARRATIVE INFLUENCE
= PRODUCT
= MEME
= COLLABORATIVE INTENTION
THINKSTATE // 2011.03.08
CORE NARRATIVE
chapter & verse
STORYWORLD
PARTICIPATORY
CH
CH
CH
CH
CH
CAUSE
CAUSE
CAUSE
CAUSE
CAUSE
CAUSECAUSE
SCHOOL
CONTEST
ACTING
JOHNNY DEPP
CAUSE
SOCIAL ??
POLITICAL ?
?
?
?
COUNTER CULTURE ?
BLOGS ?
?
?
?
ABSTRACTS
INSTITUTION
TV
ART SHOP
MUSIC CONTEST
?
WIKIS ?
MICHAEL MANN ?
?
WILLIAM FRIEDKIN ?
PHILIP KAUFMAN ?
CHCHCH
EP EP
eBOOK
graphic novels
abstracts
METANARRATIVE
METANARRATIVE
3
1
FILM
documentary ( NF )
feature ( F )
3WEBISODIC
algren centric
artist centric
32
2
2
2
STORYWORLD
CH
CAUSEWIKI
WIKI
WIKI
WIKI
WIKI
CH CH CH
LIVE EVENTS
gallery
concerts
MEMETIC MEDIA
lumines
memes
phenoms
3
1
3
1 1
3
2
3
2
GAMING
LARP
ARG
BAR
MATCH
POETRY COMPETITION
? EP
? EP
? ?
EP
?
EP
EP
EP
?
? ?
?
?
LOU REED?
?
TOM WAITS?
?
?
PARTICIPATORY
PARTICIPATORY PARTICIPATORY
?
WIKI
WIKI
INSTITUTE
?? ???
PERFORMANCE ART
153. NATHAN SHEDROFF nathan.com @nathanshedroff
JOURNEY MAP vs WAVELINE
• Maps touchpoints
• Maps functions
• Design 4 touchpoints
• Design 4 relationships
• Maps experiences
(“change in people”)
• Maps emotions,
values & meaning
• Maps value
(and, opportunities)
• Can map triggers
• Places opportunities
in context & time
192. NATHAN SHEDROFF nathan.com @nathanshedroff
Parents/Family Travel Do itSchool Find out how
Learn & Develop Awareness Register to Vote
Dad annoyed,
doesn’t want to
be interrupted
when he reads
the newspaper
Watches dad
read newspaper
Attend to parents
Election Day party
Starts using
facebook
Sees campaign
ads on lawns
Brother comes
back from
Sees
ads o
look i
Reads her
name in the
local paper
Read about
Ebola on FB
Reads about have
Ebola on FB will be
contained
Friends didn’t
do well either
on assignment
Talk to friends
whose parents
rent reacted
the same cay
Friend blocks Jill
on FB
Parents upset of the
presidential candi-
date who won
Studies Government
5yh grade and does
poorly on assign-
ment
Government class
teacher gives her
C- on current events
assignment
+
0
-
194. NATHAN SHEDROFF nathan.com @nathanshedroff
Jury duty is a form of forced engagement that involves many touchpoints
Jurors endure varying emotional intensity throughout the process; it is mostly
negative but there are a few key areas of positivity, especially toward the end
INTENSITY + PRIMARY TOUCHPOINTS
JURY DELIGHT | MEANING STRATEGY | EXPERIENCES STUDIO 18
Jury Assem
bly Room
Society
M
edia
School
Jury Assem
bly Room
Verdict Voting
Card
Verdict
Video
M
anual
Adm
in
Staff
W
aiting
Room
Clerk
Courtroom
Jury Box
Judge
Court Staff
Lawyers
Defendant
Plaintiff
Evidence
W
itnesses
Other Jurors
Sum
m
ons Letter
Autom
ated
Phone
System
Parking
Courthouse
Security
Paym
ent check
Society
M
edia
SUMMONS APPEAR SELECTION TRIAL DELIBERATION VERDICT
4-8 WEEKS 1-2 DAYS 1-4 DAYS 1 WEEK
DISMISSEDNOT CALLED IN
1 DAY - 2 WEEKS
195. NATHAN SHEDROFF nathan.com @nathanshedroff
A customized waveline deliberately evokes positive meaning throughout the
jury duty experience
• Path follows a classic narrative arc, is flexible, and depends on behavior to determine outcomes
• Cohesive “story” builds intensity and maintains a consistent rhythm of experience
IDEAL WAVELINE
JURY DELIGHT | MEANING STRATEGY | EXPERIENCES STUDIO 20
VALIDATION
COMMUNITY
TRUTH
DUTY
JUSTICE
NOTIFIED
SCHEDULING
IMMERSION
PRE-SUMMONS
APPEAR
WAIT
SELECTED TRIAL
DELIBERATE
VERDICT
POST
DISMISSED
POST
196. NATHAN SHEDROFF nathan.com @nathanshedroff
CURRENT vs IDEAL
INITIATION ENGAGEMENT CONCLUSION
SUMMONS APPEAR SELECTION TRIAL DELIBERATION VERDICT
4-8 WEEKS 1-2 DAYS 1-4 DAYS 1 WEEK
DISMISSEDNOT CALLED IN
1 DAY - 2 WEEKS
NOTIFIED
SCHEDULING
IMMERSION
PRE-SUMMONS
APPEAR
WAIT
SELECTED TRIAL
DELIBERATE
VERDICT
POST
DISMISSED
POST
JURY DELIGHT | MEANING STRATEGY | EXPERIENCES STUDIO 21
With the new waveline, even people who do not serve on a case find the
experience meaningful
• All three personas are satisfied
223. NATHAN SHEDROFF nathan.com @nathanshedroff
THANK YOU
nathan@nathan.com
@nathanshedroff
MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
foreword by Bruce Sterling
Many designers enjoy the interfaces seen in science fiction films
and television shows. Freed from the rigorous constraints of designing
for real users, sci-fi production designers develop blue-sky interfaces
that are inspiring, humorous, and even instructive. By carefully studying
these “outsider” user interfaces, designers can derive lessons that make
their real-world designs more cutting edge and successful.
“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and
informative book on how interaction design in sci-fi movies informs interaction design in the real
world.... You will find it as useful as any design textbook, but a whole lot more fun.”
ALAN COOPER
“Father of Visual Basic” and author of The Inmates Are Running the Asylum
“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
“Every geek’s wet dream: a science fiction and interface design book rolled into one.”
MARIA GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
Experience Design 1.1
a manifesto for the design of experiences
by Nathan Shedroff
product taxonomies 16
user behavior 116
100 years 22
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96
navigation 84