The document provides a brief history of user experience (UX) design from its roots in communication and early forms of writing to modern developments in computing, the internet, and experience design. It traces key innovations from printing presses and telegraphs to mice, web browsers, and the concept of experience realms. The history shows how UX design has evolved from a focus on usability and human factors to encompass creating immersive experiences that engage users at different levels of participation.
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A (Brief) History of User Experience
1. A (BRIEF) HISTORY OF
USER EXPERIENCE
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6. DEEP ROOTS IN COMMUNICATION
Early Chinese Pictograms
Kanji
http://en.wikipedia.org/wiki/History_of_writing
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7. DEEP ROOTS IN COMMUNICATION
Textura (Blackletter), Printed Type
(15th Century)
Johannes Gutenberg
The Printing Press & Moveable Type
(Invented in early 1400s)
Humanist or Venetian Type
(15th Century)
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18. NOT THE PRESENTATION LAYER
SOCIAL INTERACTIONS BETWEEN PEOPLE
AND MACHINE AND BETWEEN OTHER PEOPLE
http://wirewax.wordpress.com/2012/03/27/smart-tv-just-got-smarter/
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26. Claude Shannon
“Father of the information age”
Boolean Algebra - Digital Logic, AND, OR, & NOT
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27. found through a google image search*.
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*URL HERE
32. ON VISUAL PERCEPTION
Direct Perception What you see
is there, not what you perceive
to be a state of mind - indirect
perception
Invariants Fixed objects in
space
Optic Flow Apparent movement
of objects through space
Affordances
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37. Peter Morville &
Lou Rosefeld,
Information
Architecture for
the Web
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Steve Krug,
Don’t Make Me Think
Christina Wodtke,
IA, Blueprints for the
Web &
BoxesandArrows.com
38. THE BUSINESS OF EXPERIENCE
Differentiated
Guide
Transformation
Relevant to
Stage
Experiences
Competitive
Position
Needs of
Customers
Deliver
Services
MAKE GOODS
UnDifferentiated
Extract
Commodities
Market
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Irrelevant to
Pricing
Premium
Pine, B. Joseph., and James H. Gilmore. The Experience Economy. Boston, MA: Harvard Business Review, 1999. 22. Print.
39. EXPERIENCE REALMS
ABSORPTION
ENTERTAINMENT
EDUCATIONAL
PASSIVE
PARTICIPATION
ACTIVE
PARTICIPATION
ESTHETIC
ESCAPIST
IMMERSION
You’re not really “creating experiences”
unless you’re hitting all these high notes.
The experience must have a participatory
aspect to its theme to the point where the
persons’ life is so immersed for a period
of time that their perception has shifted
to believe that their experience is entirely
based on their own active participation.
Pine, B. Joseph., and James H. Gilmore. The Experience Economy. Boston, MA: Harvard Business Review, 1999. 30. Print.
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40. CLOSING THOUGHTS
Always ensure we bake in feedback loops; consider the
economic impact we can have
Don’t limit yourself to just USER experience; think about your
entire Cast of Characters
Identify bodies of work in the Cognitive Sciences and Arts that
need experimentation and exploration
Investigate the notion of Service Design, but also, consider how
thematic experiences could potentially play a role in your
projects
Go Forth, Dig in. Learn Our History.
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