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Brand & Experience

Experience Design

Designing experiences that span digital and physical: retail, events, installations and the service around them, considered as one thing rather than several.

Überblick

Some experiences are not contained in a screen. A visitor arrives at a space, uses something on their phone, speaks to a person, receives an email afterwards. Each part is often designed by a different discipline, and the experience is the sum, including the seams.

This work sits across those boundaries. It also has a constraint digital work does not: physical things are expensive to change once made, so prototyping and rehearsal matter far more, and the design has to account for what happens when the space is crowded, the network is poor, or the staff are new.

Für wen das gedacht ist

  • Retailers whose physical and digital experiences do not connect
  • Companies running events or installations as part of a customer journey
  • Organisations whose service depends on staff and space as well as software
Was enthalten ist

Unser Vorgehen bei Experience Design

Die konkreten Arbeitspakete eines typischen Projekts. Der Umfang steht vorab fest, nichts davon taucht später als Überraschung auf der Rechnung auf.

  • Service blueprinting

    Front-stage and back-stage mapped together, since most visible failures are caused by something invisible.

  • Physical and digital integration

    Designing the points where the two meet, which is where the experience most often breaks.

  • Spatial design input

    How people move through a space and where the experience actually starts, which is usually before they arrive.

  • Staff experience

    What staff need to deliver it: tools, information and authority. Experiences that depend on goodwill degrade.

  • Prototyping and rehearsal

    Testing at low fidelity before anything is built or booked, because physical changes are expensive and slow.

  • Failure planning

    What happens when it is crowded, the network fails or a device breaks. Designing only the good path guarantees the bad one is unmanaged.

Ablauf

Vom ersten Gespräch zum gemessenen Ergebnis

Immer dieselbe Reihenfolge, damit Sie wissen, was als Nächstes kommt.

  1. Observe

    Watch the current experience end to end, including staff working around problems nobody has reported.

  2. Blueprint

    Map front-stage and back-stage together and identify where the delivery actually fails.

  3. Prototype

    Test at low fidelity with real people, including the failure conditions, before anything is committed.

  4. Deliver and support

    Support implementation including staff training, then review after real use rather than at launch.

Warum es sich lohnt

Ergebnisse statt Aktenordner

Ein Stapel Dokumente ist kein Fortschritt. Das hier sind die Veränderungen, die die Arbeit bewirken soll.

  • Seams that stop showing

    Designing the joins between physical and digital removes the friction customers actually notice.

  • Staff who can deliver it

    Designing for the people delivering the experience is what makes it survive past opening week.

  • Expensive mistakes avoided

    Low-fidelity prototyping catches problems while they are still cheap to fix.

  • Bad days that are handled

    Planning for crowding and failure is what separates a robust experience from a demo.

Fragen

Häufige Fragen zu Experience Design

Was Kundinnen und Kunden fragen, bevor sie sich melden. Fehlt Ihre Frage, stellen Sie sie uns direkt.

How is this different from digital experience design?

Digital experience design covers journeys across digital touchpoints. This includes physical space, staff and service delivery. If your experience involves people walking into somewhere or talking to someone, this is the right page.

Do you handle the physical build?

We design and specify, and work with fabricators, architects and event producers who build. We would rather be honest about that boundary than take on trades we do not have.

How do you test a physical experience before building it?

Rough mock-ups, walkthroughs with real people and staff rehearsal. It looks crude and it reliably finds problems that would have been expensive to discover after installation.

How long does this take?

Ten to sixteen weeks for design and prototyping. Implementation depends entirely on the physical build, which usually has a longer lead time than anything digital in the project.

Experience Design im Kopf?

Sagen Sie uns, was sich ändern soll. Passen wir nicht, sagen wir das und nennen Ihnen eine bessere Adresse.

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