DRIVE | living labs field data driven design (part 3)

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Experiential Design Landscapes How to design for behaviour change, towards an active lifestyle Michel Peeters & Carl Megens

Transcript of DRIVE | living labs field data driven design (part 3)

Page 1: DRIVE | living labs field data driven design (part 3)

Experiential Design LandscapesHow to design for behaviour change, towards an active lifestyle

Michel Peeters & Carl Megens

Page 2: DRIVE | living labs field data driven design (part 3)

11 hours

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40% higherrisk

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Sedentary lifestyle

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Collective approach

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In the everyday life

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ChallengeSociety

Experiential Design Landscape

Designingintervention

Analysing & validating Acquiring data

Envisioning

Interaction

Hard data

gathering

tools

Experiential

Probe

Soft data

gathering

tools

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In the everyday lifeBouncers

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In the everyday

lifeSocial Stairs

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Open &Explorative

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Open &Explorative

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Open &Explorative

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Longitudinal

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Bouncersdashboard

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MultipleStakeholders

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Experiential Design LandscapesHow to design for behaviour change, towards an active lifestyle

Michel Peeters & Carl Megens

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Ecological Validity

Expe

rim

enta

l Co

ntro

l

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reflecting

reflectin

g

reflectin

g

reflecting

reflecting

thinking:analysing

abstracting

conditional decisions and

deliverables

making: synthesisingconcretising

envisioning and transforming

(personal, social & societal)

exploringvalidating and

launching in context

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innovators early adopters

adoption time

ado

pter

s pe

rcen

tage

chasm

early majority

emerging mass market

late majority laggards

diffusion process

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Professional athletes

High-level athletes

Non-active

Performance athletes

Recreational athletes

Diffusion

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200

100

150

50

0 Bloom Guitar Drums

Ste

ps p

er u

se s

essi

on

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100

50

75

25

0Tim

e (s

) per

use

ses

sio

n

Bloom Guitar Drums

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Bloom2.0

BloomUserloop

BloomManyNotes

BloomBGfadein

BloomComputerLoop

Guitar

Bloom1.0

Drums

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Ecological Validity

Expe

rim

enta

l Con

trol

Lab Research

Living Lab

Design research ‘in the field’

Experiential Design Landscapes

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Contextual control

Social fidelity

Environmental fidelity

Temporal fidelity

Lab Research ++ - -- +/-

+ +/- + +

-- + ++ +

+/- ++ ++ ++

Living Lab

Experiential Design Landscape (EDL)

Design research ‘in the field’

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Interaction Interaction

Challenge

Experiential Design LandscapeExperiential Design Landscape

Designingintervention

Analysing & Modelling

Envisioning

Businessmodel

generation

Acquiring data Acquiring dataModelling &

Validating

exploration of emergent behaviour exploration for exploitation valorisation

Business, societal & governance stakeholders

Research stakeholders

Valueproposition

Designing interventions

Soft data

gathering

tools

Soft data

gathering

tools

Society

Envisioning

Experiential

Probe

Hard data

gathering

tools

Hard data

gathering

tools

Value

Probe

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Interaction Interaction

Experiential Design LandscapeExperiential Design Landscape

Designingintervention

Analysing & Modelling

Envisioning

Acquiring data Acquiring dataModelling &

Validating

exploration of emergent behaviour exploration for exploitation

Designing interventions

Soft data

gathering

tools

Soft data

gathering

tools

Envisioning

Experiential

Probe

Hard data

gathering

tools

Hard data

gathering

tools

Value

Probe

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n Interaction

Experiential Design LandscapeExperiential Design Landscape

Designingintervention Envisioning

Businessmodel

generation

Acquiring data Acquiring dataModelling &

Validating

exploration of emergent behaviour exploration for exploitation valorisation

Valueproposition

Designing interventions

Soft data

gathering

tools

Experiential

Probe

Hard data

gathering

tools

Hard data

gathering

tools

Value

Probe