IAA: Digital Dashboards September 23, 2011Posted by reto wettach in innovative interfaces, presentation, visual design.
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One of the big topics of the IAA. Here some impressions:
(own image)(an OLED-based transparent display on top of the traditional dashboard – I saw this a couple of time – here the version by Delphi)
(own image)(a nice example of bringing together various display technologies in one dashboard – by Continental)
(own image)(Affordable Car Instrument Cluster by Continental)
(own image)(Dashboard of UP! by VW)
(own image)(F125 concept car by Daimler)
The Hero’s Journey in Presentation July 12, 2011Posted by reto wettach in gamification, presentation, service design.
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Yesterday a student of the design department where I am teaching, Felix Barthel, presented his diploma thesis, which was a theoretical approach to presentation. He really did a nice job introducing various techniques and finally presenting a concept, which I haven’t heard of yet (but is heavily discussed in the internet, as I had to find out…):
Nancy Duarte made an interesting observation related to presentations: it is not about the speaker, who needs to convey his audience that he is an hero, but about the audience, which the speaker has to take on a Hero’s Journey.
The Hero’s Journey is a well-known concept for story telling first described by Joseph John Campbell. It is used in many films and explains the phases the hero usually has to go through:
(image source, page 33)
In presentations – according to Duarte – it is all about being the mentor and taking your audience by the hand to take on the “call of adventure”.
Duarte also developed her own visualization of such a dramaturgy:
(image source, page 36-37)
In her TEDx talk Duarte explain how Martin Luther King and Steve Jobs use these technique to convince their audience.
I reall like her concept and think it might not only be interesting for presentations, but also for interfaces or services: the jump between what is and what could be must be designed in a convincing and interesting way – so that people “cross the threshold”! In game design the hero’s journey is being discussed, but in normal interface design I am not aware of any discussion – but at the end also an interface tries to convince people to take the call of adventure – and need to communicate it. Facebook is for example having a well-crafted experience if you are not a facebook user to show you what could be there…
Maybe I have to think a little more on that concept 🙂