Designing digital experiences in 2020 Nuts + Bolts 15 JUNE 2016 Aaron Ganci Assistant Professor of VCD Herron School of Art and Design, IUPUI This fall, incoming freshman design students will graduate in 2020. As design educators, we need to understand the technological landscape they will enter when they graduate. In this presentation, I will suggest some necessary new competencies for this context.
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Designing digital experiences in 2020
Nuts+Bolts15 JUNE 2016
Aaron Ganci Assistant Professor of VCD Herron School of Art and Design, IUPUI
This fall, incoming freshman design students will graduate in 2020. As design educators,
we need to understand the technological landscape they will enter when they graduate. In
this presentation, I will suggest some necessary new competencies for this context.
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An increasing number of our graduates will work exclusively in digital media.
It’s reasonable to assume that, over the next few years, a majority of design
students will work exclusively in the digital space. Many design programs
References to “digital” anything in Designer of 2015 3. Broad understanding of issues related to the cognitive, social, cultural, technological and economic contexts for design
5. Understanding of and ability to utilize tools and technology.
8. Understanding of how systems behave and aspects that contribute to sustainable products, strategies and practices
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AIGA’s Designer of 2015 was very helpful in advancing the core competencies of modern
designers. However, it lacks detail about designing within digital contexts. I am going to
propose supplements to the Designer of 2015 to reflect our student’s professional realities.
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Research sources Literature review (link at the end)
Interviews with professionals
Survey with professionals (ongoing)
Personal industrial experience
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The suggestions I will make is based on research findings from a variety of methods.
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ONE
THE FUTURE
TWO
Tech Trends
THREE
Design ABILITY
I will divide the discussion down into three sections. First, I’ll discuss the concept of “The
Future”. Next, I’ll look at trends in technology that will likely be widely available in the near-
future. Lastly, I’ll describe design competencies that will be necessary moving forward.
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THE FUTURE
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ONE
First, a disclaimer about “The Future.” Many of the principles and practices we use today
will still be around in 4 years. I want to quickly address some common perspectives on our
technological future to provide context for my suggestions later.
\ GanciNuts+Bolts Source: Pew Research Center; Digital Life in 2025 http://www.pewinternet.org/2014/03/11/digital-life-in-2025/
By 2025, “experts predict the Internet will become ‘like electricity’ — less visible, yet more deeply embedded in people’s lives for good and ill.”
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Technology has been evolving quickly but, if experts are right, we are just around the corner
from radically different interactions with technology. Digital experiences will define our
existence in many ways, and we need to start giving them deep consideration as designers.
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2016 2017 2018 2019 2020 2021 2022 2023
2020
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There is nothing special about the year 2020. It is convenient because it’s the youngest
graduating class we have today. However, based on what I’ll discuss below, I think you’ll see
that designers in 4 or 5 years will be facing fundamentally different contexts.
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Experiences not
artifacts9
Clarification:
Let me make an aside and clarify that, when I talk about designing in 2020, I’m discussing
the act of designing broader ‘experiences’ that are enabled by technology, not just artifacts
(website, apps, etc.). The design of isolated artifacts is already tapering off.
Lately, there has been a lot of discussion about how a designer’s role might change in this
new world. Extreme suggestions are being made. These titles reflect distant-future realities.
I am more concerned with the near-future.
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New Digital Products
Business Feasibility
Design User
Engineering Technology
The near-future will bring real problems about how to integrate technology further into our
lives. Designers, as one piece of the ‘digital product triad’ need to have a clear, confident
voice. As the voice of real-people, designers need tools to plan for these environments.
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TECH TRENDS
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TWO
Next, I want to quickly discuss the landscape of near-future technology. It is helpful if we’re
all aware of the technology that will likely be commercially available in the coming years.
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UbiquitousAutonomous
Powerful Personal
Technology is rapidly becoming more…
This new technology can be categorized into four general categories.
\ GanciNuts+Bolts Source: http://datatalk.co/communications/fibre-optic-cable-solutions/ and ISP speed info from Akamai.
Powerful21
gigabit Connections
Perhaps most importantly, our Internet connection speeds will increase dramatically. The proliferation of gigabit connection (1GB/s download speeds) will fundamentally change how we use the Internet. Image what you could do if you no longer have to consider file size or connection speed. We will be able to share and communicate in unprecedented ways.
\ GanciNuts+Bolts Source: Pew Research Center; Digital Life in 2025 http://www.pewinternet.org/2014/03/11/digital-life-in-2025/
“Most people are not yet noticing the profound changes today’s communications networks are already bringing about; these networks will be even more disruptive in the future.”
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Powerful
The amount of information on the web and our ability to process it increase exponentially.
In Q3 of 2015, US has average 12.6mbps in US. only 24% of US has over 15mbps. As a
culture, we really have no concept of what universal gigabit connections are capable of.