The Experience Stack

Here are two ways of looking at a television: a TV is a display surface in my home which can show video which is broadcast or kept on storage media. And then: television is a friend who starts conversations between me and other people.

Products aren’t only their aesthetic form and feature lists in catalogues. We live alongside them, and they open us to experiences. We first spy them across a crowded shop floor (then take them home and unwrap them); we get to know them, are frustrated by them, are pleased by them; we socialise with them and our other friends.

The experience of a product is what we feel and what guides us through our lives together. Every time we cross paths, there’s a hook for experience. The sequence of these communicates the brand, and can be variously playful, engaging, educational or however we choose to colour it.

Being aware of how this happens helps us design that experience. Through his favourite on-screen apps and physical, plastic gadgets, Matt looks at the whole experience stack – from the moment-by-moment feedback in user interface to large, complex ideas in critical design – and discusses how we can apply these ideas to our own projects.

http://2007.dconstruct.org/podcast/

Also huffduffed as…

  1. Matt Webb

    —Huffduffed by cennydd on October 24th, 2008

  2. Matt Webb

    —Huffduffed by iamdanw on October 26th, 2009

  3. The Experience Stack

    —Huffduffed by dConstruct on January 9th, 2012

  4. The Experience Stack — dConstruct Audio Archive

    —Huffduffed by 40thieves on February 1st, 2012

  5. The Experience Stack — dConstruct Audio Archive

    —Huffduffed by vanderwal on May 20th, 2013

  6. Podcast (dConstruct 2007)

    —Huffduffed by colmjude on September 23rd, 2010

  7. Matt Webb

    —Huffduffed by marks on October 4th, 2012

Possibly related…

  1. What is Web 2.0?

    User experience designer and upcoming author, Andy Budd, discussed how the web is moving from a document delivery system to an application platform. Andy attempted to define what Web 2.0 really means and looked at some of the technologies and applications making this transition possible.

    http://2005.dconstruct.org/

    —Huffduffed by dConstruct one year ago

  2. From Pixels to Plastic

    As a point of departure, Matt Webb introduces us to the concept of Generation C, a generation not defined by age but by a mindset shaped by the internet. People in Generation C are connected in communities, are creatively involved, and like to control their surroundings.

    Designing products that appeal to Generation C involves looking at the experience that products produce and treating experience as a design surface on which to work. Using entertaining examples, Matt illustrates the colors in the experience pallet. He discusses the enjoyment we get out of watching familiar things happen, why we like to work with semi-autonomous things, and the pleasure we get from conceiving complex activities as a single object.

    This design philosophy tends to blur the boundaries between hardware, software, and the Web. Concepts like desktop widgets can be abstracted to new products that transcend the computer desktop. Pixels can become plastic.

    From: http://itc.conversationsnetwork.org/shows/detail3491.html?loomia_si=t0:a16:g2:r2:c0.183942:b16407789

    —Huffduffed by adactio 4 years ago

  3. Design Critique: Products for People

    Encouraging useful and usable designs for a better customer experience. /

    http://designcritique.net/dc79-interview-author-giles-colborne-of-simple-and-usable-web-mobile-and-interaction-design

    —Huffduffed by roy one year ago