The Multi-Verse & The Multi-Dimensions of Experience Design (MDXD)
Environment refers not only to the platform you’re designing for, but also how it will be operated and the physical space that it will be used in. (USTWO, 2014) Extending the world’s as sensors, platforms and translation (Fig: 5.1) into extended-intelligence these digital real- world experiences of Internet-of-Things (I.O.T). ecosystems of big-data respond to patterns and then communicate in the dynamic world. (Olshannikova et al., 2015)
Multi-dimensional scaling (M.D.S) (Fig: 5.4) can contextualise (observations) these proximity measures (between objects) assigning specific locations (scatter-plot) and distances between low n-dimensional clustered (typically 2-D) points. Which can help understand data and the quality of desire and effect. (Morrison et al., 2003) Then haptics can awaken these in-depth senses swelling, growing, maturing and linking. Slowly and quietly educating it’s influence. (Nippon Design Center Inc, n.d.)
These tangible-bits give manipulable and perceptible form to digital information, (Moggridge and Ishii, 2006). and within Integrated information (Fig: 5.2), defines the conscious quality of experience as cause and effect. (Fig: 5.4) Similar to a conditional (pattern matching) construct of computer programming, if-this (input, then-that (output) (Tibbets, 2010)
“Experience of joy, contentment, or positive well-being, combined with a sense that one’s life is good, meaningful and worthwhile” — Sonja Lyubomirsky professor of Psychology at University of California
REFRENCES
Articles
Shedroff, N. and Noessel, C. (2012) Make it so: Interaction design lessons from science fiction. United States: Rosenfeld Media.
Morrison, A., Ross, G., and Chalmers, M. (2003) ‘Fast multidimensional scaling through sampling, springs and interpolation’. Inf Vis. 2 (1), pp.68–77. Available at: http://www.dcs.gla.ac.uk/~matthew/papers/JInfoVis.pdf
Pullman, M., and Gross, M. (2004). Ability of Experience Design Elements to Elicit Emotions and Loyalty Behaviors. Decision Sciences. 35. 551–578. 10.1111/j.0011–7315.2004.02611.x.
Books
Diller, S., Shedroff, N., and Rhea, D. (2008) Making meaning: How successful businesses deliver meaningful customer experiences. United States: New Riders Publishing.
McCarthy, J., and Wright, P. (2004) Technology as Experience. Cambridge, MA: The MIT Press. (Norman, 2004)
Moggridge, B. and Ishii, H. (2006) Designing interactions. Cambridge, MA: MIT Press.
Norman, D.A. (2005) Emotional design: Why we love (or hate) everyday things. New York: Basic Books.
Olshannikova, E., Ometov, A., Koucheryavy, Y., and Olsson, T. (2015) ‘Visualizing big data with augmented and virtual reality: Challenges and research agenda’. Journal of Big Data. 2 (1).
Online
Nippon Design Center Inc (n.d.) Hara Design Institute. Available at: http://www.ndc.co.jp/hara/en/
Tibbets, L. (2010) IFTTT. Available at: https://ifttt.com
Reports
USTWO (2014) Pixel perfect precision handbook. Available at: https://USTWO.com/blog/the-ustwo-pixel-perfect-precision- handbook-3/