R59 Designing For Profound Experiences

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Designing for Profound Experiences

Jesper L. Jensen

A Shift from Designing Solutions to Designing Possibilities


Design is generally considered a problem solving activity,1 just
as identifying problems and exploring possible solutions are the
basics of what we typically mean by design thinking.
Although the use of ethnographic methods (e.g., observing
and interviewing people in their natural habitat) has become
widely established in design,2 we are still searching for problems
rather than possibilities. Shedroff notes that designers “regularly
do themselves (and their intended audience) a disservice by not
addressing the full spectrum of experience when designing solu-
tions. Experiences (and, by default, products, services, events, etc.)
are much richer than most design processes reflect.”3
This observation implies the need for methods that
better enable designers to engage with the full richness of an expe-
rience. Desmet and Hassenzahl suggest an interesting turn in the
approach to design: It needs to go from solving problems, they say,
to exploring possibilities—ultimately creating design for a good
1 Norbert F. M. Roosenburg and Johannes
Eekels, Product Design: Fundamentals
and pleasurable life.4 The issue they see with the problem-driven
and Methods (New York: John Wiley approach is that it “focuses on ‘curing diseases’—that is, removing
& Sons, 1995); and Roger L. Martin, prevailing problems, instead of directly focusing on what makes
The Opposable Mind (Boston: Harvard us happy.”5 Some might argue that “making people happy” sounds
Business School Press, 2007).
like a shallow goal for design, but finding a more profound way
2 Jane F. Suri, “Poetic Observation:
to articulate design for possibilities might also lead to a more
What Designers Make of What They
See,” in Design Anthropology: Object substantial and lasting effect on efforts to meet the basic needs of
Culture in the 21st Century, ed. Alison J. the world, for example, food, water, shelter, and health care.
Clarke (Vienna: Springer, 2011), 16-32. This possibility-driven approach starts—and ends—with
3 Nathan Shedroff, “Research Methods human experiences. What really affects us and gives meaning
for Designing Effective Experiences,”
to life are the experiences we have. Such experiences don’t neces-
in Design Research: Methods and
Perspectives, First Edition, ed. Brenda
sarily involve the extraordinary: selling the house, buying a
Laurel (Cambridge, MA: The MIT Press, boat, and sailing around the world. Instead, design that affects
2003), 163. human experience is design that considers all experiences in
4 Pieter Desmet and Marc Hassenzahl, life and that makes our everyday experiences more meaningful.
“Towards Happiness: Possibility-Driven
Every product, service, and system we design affects our experi-
Design,” in Human-Computer Interaction:
ences, so I argue that what we design should be more profoundly
The Agency Perspective, ed. Marielba
Zacarias and José V. Oliveira (Berlin: grounded in the intended experiential outcome. Experience-based
Springer, 2012), 3-27.
5 Ibid., 2.
© 2014 Massachusetts Institute of Technology
doi:10.1162/DESI_a_00277 DesignIssues: Volume 30, Number 3 Summer 2014 39
Designing (XbD) focuses intensely on such groundedness. XbD
can lead to new opportunities to design for experiences at a more
profound level, which can also lead to an exploration of possibili-
ties, rather than a focus on mere problem solving. Meanwhile, this
more profound way of looking at experiences can offer new ways
to consider issues where the problem-solving approach has not
proven successful.

XbD and the Effect on Human Lives


When designers start looking for the profound aspects of an expe-
rience, they can start designing in ways that more profoundly
affect human lives. Once we start seeing a lived experience in its
entirety, opportunities for new “products” often appear. Hassen-
zahl says that: “We should definitely shift attention (and resources)
from the development of new technologies to the conscious design
of resulting experiences, from technology-driven innovations to
human-driven innovations.”6 In this regard, human-driven innova-
tions are more than what user-centered design methods have
usually been able to offer. The incremental innovations in which
many user-centric methods often result have also been their main
cause of criticism.7 The problem with user-centered design is that
it often leads to a distinct product focus and to the creation of
solutions for the problems at hand. Considering the profound
experience instead of the use-experience might eliminate the incre-
mentalism and allow designers to do things completely differently.
To illustrate, suggesting height-adjustable chairs for workers
makes little sense if their experience would be markedly improved
by not sitting at all.
6 Marc Hassenzahl, “User Experience and
Experience Design,” in Encyclopedia of
The Broader Perspective of XbD
Human-Computer Interaction, Second
From a systemic perspective, products (and experiences) are
Edition, ed. Mads Soegaard and Rikke F.
Dam (Aarhus, Denmark: The Interaction integrated entities in the complex systems that make up peoples’
Design Foundation, 2013), 10. www.inter- lives.8 These systems are basically created by the offerings that are
action-design.org/encyclopedia/user_ made available through innovations, but it works the other way
experience_and_experience_design.html around as well. Referring to Denning and Dunham innovation
(accessed October 9, 2012).
can be considered “new practice adopted by a community.”9 Thus,
7 Lyle Kantrovich, “To Innovate or Not to
Innovate...” in Interactions 11, no. 1
successful innovation (e.g., of products or services) is not just
(2004): 24-31. something that is offered to people; it has to be adopted by them.
8 Harold G. Nelson and Erik Stolterman, The process of adoption is aided by the meaningfulness that a
The Design Way: Intentional Change in product offers its user. This is where XbD can be beneficial in
an Unpredictable World, Second Edition.
offering ways of giving the product the best possible chance of
(Cambridge, MA: The MIT Press, 2012);
being adopted into the lives of users in meaningful ways—in ways
and Peter Checkland, “Soft Systems
Methodology: a Thirty Year Retrospec- that reach beyond initial attraction. This longer term view is vital
tive,” Systems Research and Behavioral when considering customer relationships and the need for firms to
Science (SRBS) 17 (2000): 11–58. have loyal customers over the long haul. “Firms can no longer
9 Peter J. Denning and Robert D. Dunham, compete solely on providing superior value through their core
Innovator’s Way: Essential Practices
for Successful Innovation (MA: The MIT
Press, 2010), xv.

40 DesignIssues: Volume 30, Number 3 Summer 2014


products; rather, they must move into the realm of customer expe-
rience management, creating long-term, emotional bonds with
their customers through the co-creation of memorable experiences,
potentially involving a constellation of goods and services.”10
Studies have shown that product qualities that make initial
experiences satisfying do not necessarily motivate prolonged use.
“Participants were found to develop an emotional attachment to
the product as they increasingly incorporated it in their daily
life… The iPhone is a very personal product as it connects users to
loved persons, allows adaptation to personal preferences, and is
always nearby.”11 Motivating prolonged use again affects society as
a whole; what happens, for example, when increased meaningful-
ness of products prolongs their use, potentially leading to reduced
consumption? Or when people find new ways of improving their
lives because products inspire them towards meaningful pur-
poses, potentially aiding people to achieve greater fulfillment? In
this way an increased focus on meaningfulness through design
can have a profound impact on peoples’ lives—not only at a per-
sonal level, but also at a societal level.

The Three Dimensions of an Experience


We can make a distinction between three dimensions that combine
to form the totality of an experience. These dimensions include the
tangible (instrumental dimension), the flow/actions (usage dimen-
sion), and the meaning (profound dimension). Heidegger’s use of
two terms helps with this distinction: “ready-at-hand” refers to
when the product becomes an extension of the person and the per-
son unconsciously acts through it, and “present-at-hand” is when
the object draws the attention of the user (e.g., the moment when
10 Mary J. Bitner, Amy L. Ostrom and
the brakes on a bike start squeaking). His distinction is also
Felicia N. Morgan, “Service Blueprinting:
descriptive of the two abstract dimensions of an experience: the
A Practical Technique for Service
Innovation,” California Management usage dimension (Heidegger’s “present-at-hand”) and the pro-
Review (2008): 67. found dimension (Heidegger’s “ready-at-hand”). Forlizzi and Bat-
11 Evangelos Karapanos, John Zimmerman, tarbee write that “understanding user experience—how people
Jodi Forlizzi and Jean-Bernard Martens, interact with products, other people, and the resulting emotions
“User Experience Over Time: An Initial
and experiences that unfold—will result in products and systems
Framework,” in Proceedings of the 27th
international Conference on Human that improve the lives of those who use them.”12
Factors in Computing Systems (New York, But reaching an understanding of the “resulting emotions
NY: ACM, 2009): 736. and experiences” needs a more profound focus than the use expe-
12 Jodi Forlizzi & Katja Battarbee, “Under- rience itself. Designing the use experience (usage dimension)
standing Experience in Interactive
potentially improves an interaction—and it might ensure that the
Systems,” in Proceedings of the 5th
user is happier with the product—but it will not necessarily
conference on Designing Interactive
Systems: Processes, Practices, Methods, improve lives. Improving lives is not about increasing the experi-
and Techniques (NY: ACM, 2004): 266. ential stimuli;13 rather, it is about ensuring that the experience is
13 Steve Diller, Nathan Shedroff & Darrel profoundly meaningful. Thus, I suggest a distinction between the
Rhea, Making Meaning: How Successful usage dimension and the profound dimension, arguing that they
Businesses Deliver Meaningful Customer
have different characteristics and need to be developed from dif-
Experiences (Berkely, CA: New Riders
Press, 2005). ferent approaches (see Figure 1).

DesignIssues: Volume 30, Number 3 Summer 2014 41


Figure 1
The three dimensions of an experience
exemplified by a French Press Coffee Maker.

Hassenzahl suggests a similar division, describing three levels to


consider in design: why, what, and how.14 These levels fit the
notion of experience dimensions previously discussed. Consider
the experience of making coffee using a French press coffee maker.
The profound dimension is different than using an ordinary coffee
maker: It adds a café-like atmosphere and the sense that you can
take the time to just enjoy the moment. This meaning is supported
by t h e u s ag e d i m e n s io n t h r o ug h t h e c e r e mo n i a l ac t
of pouring hot water over the beans, enjoying the aroma, and
then gently pressing down the lid to complete the ritual. The
instrumental dimension is the physical product itself, which
allows for these interactions and resulting experience to happen.
The following section examines each of the three dimensions.

First Dimension: Instrumental


This dimension is concerned with the product that facilitates
the other dimensions. It is a tangible, often physical artifact. It can
be a product, the physical setup of a service, the scenography of
a movie. In defining the difference between products and services,
Shostack says that “products are tangible objects that exist in both
time and space; services consist solely of acts or process(es), and
exist in time only.”15 Her distinction is relevant to the differences
between the instrumental and usage dimensions, but services also
need an instrumental dimension, just as products potentially
generate a usage dimension. Buxton, for example, describes a posi-
14 Marc Hassenzahl, “User Experience and
tive use experience he had with a new orange squeezer that had
Experience Design,” in Encyclopedia of
Human-Computer Interaction, Second more emotional appeal than his old one, which he believes is due
Edition, ed. Mads Soegaard and Rikke F. to the aesthetics of motion as well as vision.16 He notes that it has to
Dam (Aarhus, Denmark: The Interaction do with the particular feel of the action when pulling the lever
Design Foundation, 2013), www.interac- down, such as qualities that come from the instrumental dimen-
tion-design.org/encyclopedia/user_expe-
sion and add value to his usage dimension.
rience_and_experience_design.html
(accessed October 9, 2012).
15 Lynn Shostack, “How to Design a Second Dimension: Usage
Service,” in European Journal of Market- A usage dimension has many similarities to service design.
ing 16 (1982): 49-63. When designing for the usage dimension, designers do not see
16 Bill Buxton, Sketching User Experiences: the product as the final outcome; instead, the experience a person
Getting the Design Right and the Right
has when using the product is the final outcome. In the same way,
Design (Burlington, MA: Morgan
Kaufmann, 2007): 129. service design moves beyond the physical setup of the service to

42 DesignIssues: Volume 30, Number 3 Summer 2014


the orchestrated sequence consisting of several touchpoints, which
has similarities to the setup of a theatrical performance.17 Pinhanez
describes a service as a production, identifying two important
elements for something to be considered a service:
1. The user does not control the means of production. It is
generally “owned” and controlled by someone else.
2. The user is a significant part of the input to the produc-
tion process.18

So the difference between a service and the usage dimension of a


product is basically about ownership. A product is owned by the
user and comes with a latent “do-it-yourself” experience, whereas
the service setup requires that the service provider ensure the
experience is enabled.
Morelli describes services as “a series of events distributed
in time, in which users are supposed to interact with a prede-
signed set of elements.”19 When Hassenzahl describes an experi-
ence as “a story, emerging from the dialogue of a person with her
or his world through action,”20 the resemblance is evident. The per-
son engages with some sort of instrumental representation
through specific actions during the course of time.
Usage dimensions are building blocks for the profound
17 Birgit Mager and Shelley Evenson, “Art dimension, even though when users become fully immersed in the
of Service: Drawing the Arts to Inform
experience, they likely become unaware of the products and
Service Design and Specification,” in
actions that enable us to have that experience.
Service Science, Management and Engi-
neering: Education for the 21st Century, Forlizzi and Battarbee describe three categories of use-expe-
ed. Bill Hefley and Wendy Murphy (New riences.21 The first category is smooth and termed fluent; the second
York, NY: Springer, 2008). is less smooth and termed cognitive. The fluent experience is the
18 Claudio Pinhanez, “A Services Theory most automatic and well-learned one, whereas the cognitive
Approach to Online Services Applica-
requires that the user focus on the product at hand. Thus, fluent
tions,” in Proceedings of SCC ‘07 (IEEE
International Conference on Services
experience would be enabled by the well-designed product that
Computing, 2007): 3. allows you to immerse yourself in the experience, where cognitive
19 Nicola Morelli, “Designing Product/ use experience arises when you encounter something unfamiliar,
Service Systems: A Methodological or when the product acts up in a way that you didn’t expect, so it
Exploration,” in Design Issues 18, No. 3
demands your attention. (The latter explains why we design prod-
(Summer 2002): 11.
ucts to be as intuitively understood as possible.) Their third cate-
20 Marc Hassenzahl, Experience Design:
Technology for All the Right Reasons (San gory is called expressive experiences. This category seems of less
Francisco, CA: Morgan and Claypool importance, and I would question its relevance or value in this
Publishers, 2010): 8. concern. In such experiences, users “change, modify, or personal-
21 Jodi Forlizzi and Katja Battarbee, “Under- ize” the product.22 But modifying a product (e.g., when a user uses
standing Experience in Interactive
scissors to change the length of her shorts) is a use experience
Systems,” in Proceedings of the 5th
Conference on Designing Interactive
between the user and the scissors, not between the user and the
Systems: Processes, Practices, Methods, shorts.
and Techniques (New York, NY: ACM, Use experience from an industrial design perspective
2004): 261-68. tends to focus on the physical aspects of the human-product inter-
22 Ibid., 262.
action. For example, the focus would be on how something would
23 Salu P. Ylirisku and Jacob Buur, Designing
work for a person in a wheelchair.23 The focus on physical aspects
with Video: Focusing the User-centred
Design Process (London: Springer, 2007).

DesignIssues: Volume 30, Number 3 Summer 2014 43


is typically seen in approaches such as user-centered design, par-
ticipatory design, and usability. This physical focus often leads to
removing as many challenges as possible. Forlizzi and Battarbee
suggest that “users need to attain fluency with the product early
on, to ensure that they will continue to use the product and not
abandon it in frustration.”24 Challenges, even when they lead to
frustration, can be a positive thing. But I argue that to do so, they
must come from the profound dimension, rather than from trouble
with the product. As Lazzaro notes, “[c]urrent usability methods
(increasing efficiency, effectiveness, and satisfaction), mostly
remove frustration points; they do not yet include techniques to
measure and craft other emotions. To exaggerate, a 100% usable
product would be boring once it eliminates all the challenges.”25
In the Snackbot project, Lee et al. found that “people mainly
choose convenience over snack quality, but they do not mind walk-
ing for a snack if social interaction is part of the activity.”26 Never-
theless, they developed a robot that delivers snacks to people with
focus on the usage dimension. In this case, they might have taken
a step back and started by exploring the profound dimension, fully
taking into account that getting a snack can be meaningful
because it is an experience that affords social interaction. Only by
considering the profound dimension can designers decrease the
risk of creating products that conflict with what is meaningful
about the experience.

Third Dimension: Profound Experience


Imagine riding your bike on a beautiful road. You hear the birds
singing, see the trees and meadows passing by, and feel the subtle
24 Jodi Forlizzi and Katja Battarbee, bumps in the road. You forget all about pedaling. At least that’s
“Understanding Experience in Interactive
what you do if the usage dimension is well designed, so that the
Systems,” in Proceedings of the 5th
Conference on Designing Interactive
smooth and natural interaction allows you to forget all about the
Systems: Processes, Practices, Methods, product and just “enjoy the experience.” That’s when you become
and Techniques (New York: ACM, fully immersed—and that’s the profound dimension, the one in
2004): 265. which we find meaning. Designing for the profound dimension
25 Nicole Lazzaro, “Why We Play: Affect
considers the deeper levels of how products influence the lives of
and the Fun of Games—Designing
people. Products exist in an ecology of things that fit together to
Emotions for Games, Entertainment
Interfaces, and Interactive Products,” in give each other meaning and purpose. A pen, for example,
Human-Computer Interaction Handbook: becomes a pen when I have paper to write on, but it might have
Fundamentals, Evolving Technologies, been a stirrer if I had used it to stir my coffee. In a profound
and Emerging Applications, Third Edition dimension, things become transparent in use—for example, when
(Human Factors and ergonomics), ed.
you don’t think about pushing the light switch but only that you
Julie A. Jacko (Boca Raton, FL: Taylor
& Francis Group, LLC, 2012), 726.
want to turn on the light. This example illustrates the difference
26 Min Kyung Lee, Jodi Forlizzi, Paul Rybski, between using and doing. When Nike uses the trademark “JUST
Frederick L. Crabbe, Wayne C. Chung, DO IT”, the message is that the product is less important; what
Josh Finkle, Erik Glaser and Sara Kiesler, you do with it is more so. At the same time, the words imply that
“The Snackbot: Documenting the Design
the product enables you to have the profound experience you are
of a Robot for Long-term Human-Robot
looking for.
Interaction,” in Human-Robot Interaction
(ACM, 2009), 7-14.

44 DesignIssues: Volume 30, Number 3 Summer 2014


27 Methodology is used here as being the So the profound dimension is about meaning at a deeper
“philosophic framework, the fundamental level–the meaning we find when we become fully immersed in the
assumptions and characteristics of a experience. Time is less of a factor than it is in the usage dimen-
human perspective” following van
sion, exemplified by how immersion is often referred to as “being
Manen. Max van Manen, Researching
Lived Experience: Human Science for an in the moment.” So the profound dimension can be considered a
Action Sensitive Pedagogy (Albany, NY: higher level offering of meaning in that particular moment; the
State University of New York Press, usage dimension and instrumental dimension are the means to
1990), 27. achieve it.
28 Conceptual models depict a situation by
exploring which concepts and tasks it
contains and the flow/sequence by which Toward a Methodology of Understanding and Designing (for)
they are connected. Austin Henderson Profound Experiences
and Jeff Johnson, Conceptual Models: The clear distinctions between usage dimension and profound
Core to Good Design (San Rafael, CA: dimension lead me to suggest that different methodologies are
Morgan & Claypool Publishers, 2011).
needed for each.27 I see six important characteristics for profound
29 Service blueprinting are graphic illustra-
tions that depict a predefined sequence, dimension methodologies.
trying to imagine the “journey” people First, most methods used in service design and experience
will take. Susan L. Spraragen and Carrie design (e.g., conceptual models,28 service blueprinting,29 experience
Chan, “Service Blueprinting: When
models,30 or taxonomies 31) tend to focus on flow and timed se-
Customer Satisfaction Numbers are not
enough” (International DMI Education
quences; a profound dimension has less focus on temporal parameters.
Conference, 2008). Second, note that the service and experience methods listed
30 Experience models are representations typically work at task level and are therefore more closely related
of how experience is framed for the user to the usage dimension than the profound dimension. They typi-
and are beneficial to distil the important
cally focus on how the relationship—between a product and
aspects of behavior in a simple form
that aids the development of concepts,
user—evolves; the timeline of the use experience (or service) as
prioritizing and evaluating design direc- journey maps; or the relations between objects and actors that
tions, and acts as a shared reference influence the experience.32 They are very beneficial in designing
tool. Rachel Jones, “Experience Models: for the usage dimension, but they don’t explain why beautiful (or
Where Ethnography and Design Meet,”
horrifying) scenery is an important part of the experience of a
in Ethnographic Praxis in Industry
Conference Proceedings (EPIC, 2006), computer game, for example. So the profound methods need to
82–93; Maria Bezaitis and Rick focus on meaning structures, even before setting out an intended
Robinson, “Valuable to Values: How usage dimension. These meaning structures are to be found in per-
‘User Research’ Ought to Change,” in sonal, lived experiences. That experiences are subjective is com-
Design Anthropology: Object Culture in
monly accepted, 33 so we cannot design an experience in all its
the 21st Century, ed. Alison J. Clarke
(Vienna: Springer, 2011), 184-201. details and emotional effects, but we can design for an experience.
31 Taxonomies are models created by The personal experience (and the subjective meaning each person
deconstructing a situation into compo- finds in it) will then be shaped when the person undergoes the
nent parts and analyzing its aspects, to
experience, and will be different for each person. As Dourish sug-
flush out a more complete understanding
gests, “users, not designers, create and communicate meaning.”34
of the experience. Nathan Shedroff,
“Research Methods for Designing Effec- Meaning is often seen as something that enables happiness
tive Experiences,” in Design Research: and pleasure. Methods such as “happiness strategies” or “the four
Methods and Perspectives, ed. Brenda pleasures” focus on positive emotions as design goals. 35 These
Laurel (Cambridge, MA: The MIT Press,
approaches can be fruitful in inspiring new ways of making emo-
2004), 155-63.
32 John Kolko, Exposing the Magic of
tional connections and creating new designs with an increased
Design: A Practitioner’s Guide to the emotional depth. But they have a tendency to encourage ad-hoc
Methods and Theory of Synthesis (New solutions that do not take into account the entire scope of the expe-
York, NY: Oxford University Press, 2011); rience. Thus, they only solve particular issues of interest within an
Margaret Morris and Arnie Lund, “Experi-
ence Modeling: How are They Made and
What do They Offer?” in LOOP: AIGA

DesignIssues: Volume 30, Number 3 Summer 2014 45


Journal of Interaction Design Education experience instead of reaching a more complete understanding
(AIGA, 2001): 1­4. IDEO, Human Centered of it. Thus, the third characteristic of the methodology sought is
Design Toolkit: an Innovation Guide for that it should encompass the full scope of the experience.
Social Enterprises and NGO’s Worldwide
Fourth, the phenomenological tradition that Heidegger and
(IDEO, 2011). www.ideo.com/work/
human-centered-design-toolkit/ Husserl, among others, represent advocates looking at an experi-
(accessed October 9, 2012); Jeanette ence as the natural involvement in the real world as it unfolds.
Blomberg and Mark Burrell, “An Heidegger argues that obtaining insights from an experience
Ethnographic Approach to Design,” requires studying the concrete phenomena of daily life because
in The Human-computer Interaction
real meaning is found there. As Dourish describes it, such mean-
Handbook: Fundamentals, Evolving
Technologies, and Emerging Applications, ing is “…not a collective of abstract, idealized entities; instead, it is
ed. Andrew Sears and Julie A. Jacko to be found in the world in which we act, and which acts upon
(New York, NY: Lawrence Erlbaum us.”36 The assumption that experiences are subjective, real-world
Associates, 2008): 965-88. phenomena suggests that a qualitative approach through dialogue with
33 See for instance: David Favrholdt, ed.,
a person is needed to obtain insights into the meaning contained
Æstetik og filosofi: seks essays 1,
[Aesthetics and Philosophy: Six Essays] in individual experience.37
(Copenhagen: Autumn & Sun, 2000). When Hassenzahl describes an experience as something
34 Paul Dourish, Where the Action Is: that transcends the material, 38 his sense of experience resembles
The Foundations of Embodied Interaction
what Heidegger described as being-in-the-world—in his language,
(Cambridge, MA: The MIT Press,
2004): 170.
“dasein.” According to Dourish, dasein “…is embodied being; it
35 ‘Happiness strategies’ is a collection is not simply embedded in the world, but inseparable from it
of twelve strategies that are considered such that it makes no sense to talk of [being as] having an exis-
to generally make people happy. tence independent of that world.”39 He further says that “The
Examples of these are ‘practicing acts
embodied interaction perspective begins to illuminate not just how
of kindness’ and ‘avoiding over-thinking’.
Pieter Desmet & Marc Hassenzahl,
we act on technology but how we act through it. These understand-
“Towards Happiness: Possibility-Driven ings inform not just the analysis of existing technologies, but also
Design,” in Human-Computer Interaction: the development of future ones.”40 This leads to a fifth characteris-
The Agency Perspective, Marielba tic of profound experience methodologies: They enable immersion
Zacarias and José V. Oliveira eds.
into lived experiences.
(Berlin: Springer, 2012), 3-27. ‘The four
pleasures’ are: physical—stimulation Because this is a methodology for designing, it should also
of the five senses, social—pleasure lead toward a tangible outcome. It becomes a design process only
through social interaction, psychological when something is created and a situation has been influenced.
—stimulation of thinking and the (Design is a mediation.) So a methodology should not only act as a
pleasure of winning, and ideological—
perspective by which designers can interpret the world, but also
pleasure related to values and belief.
Patrick W. Jordan, ed., Designing show how they might do something with such insights. As Suri
Pleasurable Products: An Introduction to describes it, “designers need to interpret what they see (and other-
the New Human Factors 1 (Boca Raton, wise sense) in ways that will lead to design outcomes.”41 Models
FL: CRC Press, 2002).
and frameworks can in this situation act as lenses through which
36 Ibid., 116.
we are able to look at and, to some degree, acquire an understand-
37 Peter Wright and John McCarthy,
Experience-Centered Design: Designers, ing of the particular experience.
Users, and Communities in Dialogue Trying to make simplified models of something as com-
(Morgan & Claypool, 2010). plex as real-world phenomena cannot be done without the
38 Marc Hassenzahl, “User Experience and
acknowledgement that such models are “embodying only pure
Experience Design,” in Encyclopedia of
Human-Computer Interaction, Second
ideas of purposeful activity rather than being descriptions of
Edition, Mads Soegaard and Rikke F. parts of the real world.”42 Still, such lightweight representations are
Dam, eds., (Aarhus, Denmark: The Inter- needed to translate the data into design—our sixth methodological
action Design Foundation, 2013), www. characteristic.
interaction-design.org/encyclopedia/
user_experience_and_experience_
design.html (accessed October 9, 2012).

46 DesignIssues: Volume 30, Number 3 Summer 2014


Figure 2
Taking a closer look. One of the workers at
the CSSD is examining a surgical instrument
through a magnifying glass.

39 Paul Dourish, Where the Action Is: The To summarize, the following six identified characteristics describe
Foundations of Embodied Interaction a methodology of understanding and designing (for) profound experiences:
(Cambridge, MA: The MIT Press,
• deemphasize the focus on temporal parameters;
2004),110.
• focus on meaning structures;
40 Ibid., 154.
• encompass the full scope of the experience;
41 Jane F. Suri, “Poetic Observation: What
Designers Make of What They See,” in • encourage qualitative approaches through dialogue;

Design Anthropology: Object Culture in • enable immersion into lived experiences;


the 21st Century, Alison J. Clarke, ed., • translate into design with usable, lightweight
(Springer, 2011), 18.
representations.
42 Peter Checkland, “A Thirty Year Retro-
spective,” in Systems Research and
Behavioral Science (SRBS) (2000), 11-58. I began searching for a tool or method that would match the pro-
43 The CSSD is an integrated place in posed characteristics of the methodology as much as possible,
hospitals and other health care facilities starting by exploring meaning structures from lived experiences—
that processes cleaning and sterilization
and more precisely, from the experience of working at the Central
on medical devices, equipment, and
consumables.
Sterile Services Department (CSSD) of a Danish hospital.43 This
44 The CSSD project is concerned with search led to the development of the Experience Scope Framework,
developing and/or adopting technology which I describe in the following sections.
that improves the CSSD’s effectiveness.
My involvement in this project focused
A Search for Meaning Structures in Everyday Experiences
on the experiences the workers had
“I really enjoy the humorous tone we have amongst each
during their workday, trying to identify
the meaningful components of their other. There’s always someone to chat with. Of course, it
experiences—the goal being to ensure can also be too much sometimes. In doing tasks where I
that new concepts were created really have to concentrate, it’s better if there’s less talking.”
with sensitivity to how they affect
the human experience.
As part of the CSSD project,44 I interviewed workers—including
45 Eva Brandt and Jörn Messeter,
“Facilitating Collaboration through
the one just quoted—about their experiences at the workplace.
Design Games,” in Proceedings For the project, we applied different ethnographic methods, such
Participatory Design Conference as interviews, observations, and video-analysis, as well as exer-
(ACM, 2004). cises encouraging a freer dialogue and active engagement through
46 The term Omni-oriented refers to
design games.45 Such methods were used to gather data about
something universally oriented similarly
the meaningful aspects of the employees’ workday experiences
to how a deity can be considered
omnipresent (present in all places (see Figure 2).
at the same time) or something can be Key insights—exemplified by the quote—were extracted
omnidirectional. The two orientations from the data and structured in patterns. In structuring the
were first introduced at CHI ’12: Jesper insights, a distinct pattern emerged, showing that the experience
L. Jensen, “The Theory of Experience
Orientation” (paper presented at CHI ‘12,
The ACM Conference on Human Factors

DesignIssues: Volume 30, Number 3 Summer 2014 47


was meaningful in two general ways. One was the achievement of
a goal leading to a feeling of success or accomplishment (denoted
goal-oriented); the other was more about the atmosphere, including
chats and interactions with colleagues. Denoted omni-oriented, the
latter type of meaning is basically everything other than the goal-
in Computing Systems, Texas, 2012). oriented meaning;46 it describes a state in which people are open to
http://di.ncl.ac.uk/uxtheory/workshop- whatever happens—that is, they are oriented toward wherever
papers/ (accessed October 9, 2012).
something draws their attention.
47 Aristotle, The Nichomachean Ethics,
trans. Martin Oswald (New York: The
Bobs-Merrill Company, 1962 [Original Goal-Oriented and Omni-Oriented Analysis
work published 350BC]). These terms, Using the quote from the worker, the goal-oriented meaning
hedonism and eudaimonia, are consid- appears where she says she sometimes needs to close off commu-
ered to be too value-laden to be suitable nication with colleagues so that she can concentrate. Conversely,
as terms for this framework, and, more
the omni-oriented side shows that the communication with her
importantly, the aspect of orientation
needs to be amplified. So instead of colleagues is very important for her wellbeing. As simple as it
applying these terms to the framework, seems, dividing the experience along these two orientations was a
goal- and omni-orientation were significant development in trying to structure the data.
preferred as terms. The two orientations reflect the concepts of hedonism and
48 Serendipity is meant as the occurence
eudaimonia that Aristotle originally introduced.47 The goal-ori-
of “fortunate discoveries” in the sense of
ented side is directed toward a goal—what Aristotle called the
finding something you were not even
looking for. eudaimonic—and hence is very focused. In this type of experience,
49 Mihaly Csikszentmihalyi, Flow: The an occurrence that does not lead toward the goal is an obstruction.
Psychology of Optimal Experience (New The omni-oriented side is open to whatever might happen, which
York: Harper and Row, 1990). Flow refers would also allow for serendipity to occur as part of the experi-
to the feeling of accomplishment that can
ence.48 This side relates to Aristotle’s hedonism. So where one
be reached through the perfect balance
between challenge and skills. relates to achievement and positive challenges—also comparable
50 Rung-Huei Liang, “Designing for to what Csikszentmihalyi calls flow49—the other relates to seren-
Unexpected Encounters with Digital dipity. Liang has identified an “emerging need to articulate seren-
Products: Case Studies of Serendipity dipity as an experiential quality.”50 While always present in lived
as Felt Experience,” in International
experiences, serendipity has been widely overlooked in product
Journal of Design 6 (2012): 42.
design and interaction; its absence is particularly seen in the focus
51 Affordances are meant as the setup and
clues that are designed in order to ensure on usability and affordances,51 which are intended to ensure that
that a user would understand the use users act in a specified way. Although designers generally cannot
and purpose of something (introduced design for particular serendipitous things to happen (by the very
by Gibson as affordances). James J. nature of the concept), I would argue that an openness in and to
Gibson, “The Theory of Affordances,” in
the experience might enable serendipity to occur.
Perceiving, Acting, and Knowing, Robert
Shaw and John Bransford, eds., (Hills- The goal orientation and the omni orientation are co-depen-
dale, NJ: Lawrence Erlbaum, 1977), dent, so a framework of experience needs to support the juxtaposi-
67-82. Boess & Kanis similarly provide a tion of elements that relate to both. Goal and omni orientations are
critique of the concepts of affordances seen as basic orientations, meaning that in combination they are
and semantics and propose a new
believed to expand the full scope of an experience, although one
concept (use cues) in order to direct the
of them typically is predominant at any point in time. However,
design research community’s attention
towards the serendipity that product use whether consciously or unconsciously, the switch between which
can introduce to design. Stella Boess and one is the predominant one can be very rapid. Suzanne Currie,
Heinrich Kanis, “Meaning in Product in Samsung’s User Experience Center America, discussed with
Use: A Design Perspective,” in Product me these two orientations and how they would be evident in,
Experience, Hendrik N. J. Schifferstein
for example, a library experience. In the goal-oriented state, you
and Paul Hekkert, eds., (Elsevier Science,
2008) 305-32.

48 DesignIssues: Volume 30, Number 3 Summer 2014


would be searching for a specific book, but in the omni-oriented
state, you would just be browsing to see if something interesting
might pop up—a fascinating text or a serendipitous meeting with
an old friend. We also considered the switch from one orientation
to the other, seeing it as a key factor in an experience. This switch
from one orientation to the other deserves explicit attention.

Direct and Derived Effects


Another aspect that became evident in the empirical data from the
CSSD was the influence of the experience not only directly, but
also as derived effect. Direct effects deal with the situation at hand.
In goal orientation, the direct effect is about completing a task, and
in omni-orientation, it is about wellbeing. Derived effects reach
beyond the situation at hand. In goal orientation, the derived effect
could be about learning—not only in the sense of cumulative expe-
riences that improve your skills in the particular situation, but also
how it affects other situations. To illustrate, in the movie Karate
Kid, when Ralph Macchio is instructed to wax Mr. Miyagi’s car, the
derived goal-oriented aspect is about improving his karate skills.
A derived omni-oriented experience is one that connects to a per-
son’s values and personality, adding to his or her happiness. In the
CSSD project, such effects might be seen in how a pleasant atmo-
sphere at the workplace can enhance the workers’ general wellbe-
ing and how good conversations with colleagues can enhance the
sense of social belonging. In short the direct effect is about the here
and now, and the derived effect is about the then and there.

The Experience Scope Framework: A Tool for Mapping


Meaning Structures
The described empirical findings and theories provided the back-
ground for developing the Experience Scope Framework (ESF).
This framework for designing from the profound dimension is
depicted as a two-by-two matrix that juxtaposes omni-orientation
and goal-orientation along the one axis and direct and derived
effects along the other. Using the goal- and omni-orientations as a
basic concept for understanding the scope of an experience seems
beneficial because it leads to a fuller understanding of the mean-
ing structures, thus reducing the risk of jumping at ad hoc ideas
prematurely. The openness of the framework expands the capacity
to see what is actually “there,” gathering data from lived experi-
ences while making the meaning explicit, so that we don’t overlook
hidden but powerful and important aspects (see Figure 3).
The ESF is directly applicable in a design process, providing
a structured way to explore a broader scope of the experience at a
profound level. Making the orientations and effects of an experi-
ence more explicit—and working directly with the switch between
them—improves the potential to start designing at the level of the
profound dimension.

DesignIssues: Volume 30, Number 3 Summer 2014 49


Figure 3
Illustration of the ESF
(www.Experiencescope.net).

The Ifloor Project: Adding Richness to a Library Experience


In 2002–2004 the Ifloor project was conducted at the city library in
Aarhus, Denmark, as a design research study. It used an interac-
tive floor built in the main lobby. Visitors could send questions via
their mobile phones to a system that would project the questions
onto the floor. The movement of people was tracked with a camera
mounted in the ceiling. The system analyzed social interaction on
the floor, and visitors who wanted their question to be displayed
(the goal) had to talk to other visitors. The project was intended to
bring social interaction back to the library.52 By promoting random
encounters with other people, however, the design study simulta-
neously allowed for serendipity to play a role. It thereby triggered
the switch between the goal-oriented aspects (getting a question
displayed) and the omni-oriented aspects (the random conversa-
tions with others) and back. This study thus provided an enrich-
ing interplay between goal-orientation and omni-orientation that
added to the library experience.
Whereas Desmet and Hassenzahl suggest that two different
strategies must be used to design for either achievement or wellbe-
ing,53 I argue that exploring both in relation to each other is more
beneficial, as is considering the switch from one to the other. The
Ifloor project supports this argument and illustrates how using
52 Ilpo Koskinen, John Zimmerman, Thomas the ESF could lead to uncovering both goal-oriented aspects and
Binder, Johan Redstrom and Stephan
omni-oriented ones.
Wensveen, Design Research through
Practice: From the Lab, Field and Show-
room (Morgan Kaufmann, 2011). The Process of Designing for Profound Dimensions
53 Pieter Desmet and Marc Hassenzahl, Using the ESF
“Towards Happiness: Possibility-Driven During the CSSD project, I conducted an exercise with selected
Design,” in Human-Computer Interaction:
participants using the ESF to highlight meaningful aspects of the
The Agency Perspective, Marielba
workday experience. I chose to focus on the three quadrants other
Zacarias and José V. Oliveira, eds.,
(Springer, 2012). than the direct goal-oriented one because of time constraints and

50 DesignIssues: Volume 30, Number 3 Summer 2014


Figure 4
This illustration shows the outcome of the
exercise conducted during the CSSD-project.
The ESF was used to depict the meaning
structures in the experience of working at
the CSSD.

because the three had been neglected in the project thus far. The
exercise built on initial insights (found through earlier observa-
tions and interviews at the CSSD), and it used the ESF to structure
them. In some cases, the participants found it difficult to separate
the goal-oriented and omni-oriented aspects, which illustrate
how closely they are connected. For instance, you could argue that
solving a task would contribute to your wellbeing, just as
enhanced wellbeing might motivate you to solve the task. In some
cases an identified issue fits between two quadrants: For some, cre-
ating a clean and orderly environment not only helps in solving
the task at hand, but also makes being in the environment more
enjoyable (see Figure 4).
After the exercise I asked the participants whether they felt
that using the model provided insights they would not have had
otherwise.54 The following statements from the transcripts reveal
their responses:
• Participant 1: Usually you would have a tendency

to not think about the derived things when you are


working on a project.
• Participant 2: Yes, we are probably more direct.

• Participant 1: Yes, directly towards the direct

goal-oriented aspects.
• Participant 2: Yes, and then thinking about the other

things is implied.
• Participant 3: I think it’s an enormously interesting

process—educational—as a way to think out of the box.


You focus on something you normally wouldn’t focus
on at all.
• Participant 1: Yes, I’m feeling a bit narrow-minded when

I look at what we had actually neglected.


54 The participants were project leaders and • Participant 3: I think that in 98% of the work I usually
engineers with considerable experience
do, I would only be concerned with the quadrant we
from development projects similar to the
CSSD project. chose to skip.

DesignIssues: Volume 30, Number 3 Summer 2014 51


Participant 2: Yes.

Participant 1: Yes. And I think there were some good dis-


cussions thinking about what kind of situation it actually


is—a recap of, and our view on, the actual situation.

This discussion highlights how using the ESF led the group to a
fuller understanding of the profound experience than they had
before the exercise. Thus, using the ESF is a way to form the basic
understanding of the experience we intend to design for, which
can then lead to idea generation that focuses on meaning struc-
tures in the profound dimension. During the steps of designing for
the usage dimension and the product (instrumental dimension),
the model can also be used as reference to ensure the design sup-
ports the intended profound experience.

Conclusion
The paper argues for recognition of three dimensions in designing
for experiences—instrumental, usage, and profound dimensions—
and focuses especially on some of the characteristics that a meth-
odology relating to the profound dimension might require. These
characteristics are fundamental in the development of a new meth-
odological framework—the ESF—introduced in the article. The
ESF is a valuable tool for identifying and visualizing the meaning
structures of an experience, leading to new design opportunities
not previously considered, as the exercise with CSSD project par-
ticipants showed. Describing the ESF here is not only meant as a
suggestion of a design tool, but is also intended to encourage fur-
ther discussion about how we might move closer to a methodology
of understanding and designing (for) profound experiences.
The intention behind this approach is to increase our under-
standing of lived human experiences brought about by experience-
based designing. Design that better recognizes and engages the
profound dimension can lead to products, systems, and services
that better support the experiences we would wish to have. I argue
that experiences should be at the root of designing and act as a
vital source of new possibilities, ensuring a human-centered
approach that makes technology work for people, and not the
other way around.

Acknowledgements
I am very grateful to the practitioners and academics I have had the
opportunity to discuss the topic and article with, including my col-
leagues at the Experience-based Designing Center at the University
of Southern Denmark, Odense, Denmark. Their insightful com-
ments and reflections have helped to shape and refine the article.
The CSSD project was partially funded by the European
Fund for Regional Development.

52 DesignIssues: Volume 30, Number 3 Summer 2014


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