When Experiences Must Do Something
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we are able to think of is constrained directly by what we are able to
imagine. So if we can't imagine different futures beyond the present
situation, then we can't effectively explore new ideas, cover new
ground or innovate.
Now imagine we are on a project with a large team and our role as
a planner or as a UX person is to help the group frame the challenges and opportunities facing the client/organization. Some would say this is our only role. Here I turn
to a much needed conversation going on between Matthew Milan and Adrian about the overlap and state of affairs within planning and UX.
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I agree and feel quite strongly that we have to "change" the audience so
that they have the ability to "see" different realities in a world where few people spend time imagining things differently. How we accomplish this is the "black art" of our field. Do we draw a picture, create a powerpoint or tell a story?I
I propose that we must do what they are asking us to do - create an experience that has the potential to involve the viewer and enable the change to occur.
A Model For Creating Change
Hillis spoke some time back
(2004) at the Long Now Foundation about the "Progress on the
10,000-year Clock". Hillis is attempting the impossible by many accounts. He is looking to change how we see the
world, the future and - by extension - what is possible.
37 minutes into his presentation, he stops presenting
what has been built to date and begins talking about how the clock is
more than a thing - how it is an experience designed to change the
viewer/visitor.
He presents a model for the stages of an experience that can change the participant. (I was surprised to find out that he had spent time at
Disney focused on creating experiences.)
- Picture: we require a picture in our mind of what it is we are going to accomplish.
- Commit: the moment where we choose to engage - to commit.
- Glimpse: a glimpse of something that pulls us forward - the "weenie in front of the dog."
- Trial: a period of confusion where we leave behind our old ways of thinking - where we are unsure and even frightened
enough to look for something different or new.
- Arrive: we achieve what we set out to accomplish.
- Payoff: the "high". A moment of reflection.
- Secrete Payoff: secret and personal payoff that only the people who have the experience can realize.
- Return: start over at the beginning.
((Rituals appear to share many of these. Future article?))
7 simple stages to think about in crafting an experience (or series of experiences) with a loop back to the beginning. For this article, I want to call our attention to the very first step. To have a picture. A step so very often overlooked and yet so critically important.
It seems simple enough. We paint a "picture" of what the experience is going to be like and use our media people to get this picture in front of everyone that matters. If only it was that simple. Going back to the opening hypothesis, our audience has to
believe something is possible and be able to imagine it before they can even have a hope of "seeing it" let alone believing it. So what do we do when we are trying to invent something "out of the box" or "new/different"?
Role of Comics
I've spoken about comics a few times now and I've been using them as a prototyping tool in a variety of situations. This has been great, but it is becoming clear that comics are applicable for far more than just prototyping.
They excel at the first step in the Hillis model. They not only present a picture, they give the user the tools to imagine a different world and slowly change their perception to the point they can consider an idea.
There's been some high profile and really amazing uses of comics recently in just this context.
Google Chrome:
Google wanted to introduce a new browser into the market that redefined
a whole slew of protocols, technologies and methods used to build a
browser. They needed to generate awareness and buy-in on the concepts and why a new browser is needed - topics generally beyond most people's interest or ability to
comprehend. Yet critical if one were to imagine a new standard for browsers. Their initial launch idea? A brilliant comic by Scott McCloud.
Akoha:
Akoha is attempting to bring "pay it forward" into a social networking
environment. This requires that people be engaged in learning what
"pay it forward" is and then to be interested and willing to explore how Akoha works. A lot of work when the goal is to create sign-ups and growth in the usage of the site.
I'm interested in what others in the field have to say about experiences that can bring about change, the Hillis model and/or the role of comics in this context. Join in!
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