Bridging Digital and Physical Experiences
Bridging Digital and Physical Experiences
This is one of a series of briefing People transition across devices, environments, and activities in
papers on trends shaping the
context for design in the coming continuous communication and service activities. Users expect
decade. It is intended to inform
design professionals and educators
technology to provide seamless, unified experiences, even when
of processes and concepts adressed moving among messages and services from different sources.
by successful design practices.
New technological platforms amplify experiences in the physical
world but also create gaps among devices and diversify the inter-
active behaviors required of users.
Consumers toggle between the digital and the physical. A study of more than
2,000 consumers by Salesforce found that 80 percent researched products
online, even when they fully intended to make their purchases in brick-and-
mortar stores. Consumers check in for a flight or doctor’s appointment, order
groceries, summon a ride (perhaps in a driverless car), and book a stay in a
stranger’s house from the convenience of a smartphone anywhere at any time.
See also: Augmented, virtual, and mixed reality — Practical applications of aug-
Trend — Making Sense mented reality impose computer-generated text and images on real-world/
in the Data Economy real-time settings for viewing on smartphones and other mobile devices.
Tourism applications add information, objects, and simulations to the ex-
perience of historic and archaeological sites. Cities use augmented reality in
pedestrian wayfinding, showing access to public transportation and points of
interest. Sportscasts impose graphics and statistics on live events, enhancing
the fan experience. Architects add buildings to the landscape to help clients
envision projects. In these examples, the digital adds to rather than leads to
the physical experience.
While the typical Starbucks experience takes place entirely inside a physical
environment carefully managed through design, the challenge in most of
today’s digital-to-physical experiences is that they play out over both time
and space. The system must maintain consistent success without dropping
support for users as they move from one stage of the experience cycle to the
next. And in most cases, digital-to-physical services must accommodate
much greater variation in the motives and behaviors of users than those of
the average coffee drinker.
advocate
the person actively reverberating orienting orient
you just helps users
communicates their have navigate
the overview or preview of
satisfaction to others to try this the world what’s available or possible,
allowing exploration and
supporting the early stages
extend and retain of learning
the person comes back
for more as their expect-
ations are raised — at the generative embedded interact
promise become
same time a significant level more good part of the completion of valuable
of loyalty and leverageable things users’ lives or valued activities while
relationships are achieved delighting the senses, skilling,
and establishing expectations
about the overall content of
the encounter
It is important for college design students to pay attention to the full cycle
and to understand that designing for experience is really about people’s
goal-oriented behavior, not about objects and spaces. This means research
and methods that focus on people’s activities are paramount in designing
support for satisfying experiences.
Touch points — Touch points are any type of contact or interaction between
a goal-oriented user and a company or organization. The user or the organi-
zation initiates these interactions in a variety of digital and physical channels.
Effective touch point experiences allow the user to acquire information, in-
teract with products, engage in services or activities, and gain feedback that
affirms or redirects their behavior along the path. Touch points are frequently
decision-making moments through which the user advances toward the sat-
isfaction of a goal. With respect to the experience cycle, touch points should
deliver the right experience at the right time.
See also: Touch points are also critical to a brand strategy. They identify places for
Trend — Resilient introducing the organization and its purposes; confirming that interactions
Organizations are with the company or organization, despite moving from one communica-
tion channel to another; and maintaining continuity of the brand experience.
Increasingly, these touch points are conversational; the interactions between
users and the system are two-way, and involve natural language rather than
point-and-click responses. Empathy and feedback are built into the develop-
ment of intelligent systems, which learn from individuals over time.
Competencies:
College student competencies:
• Students should analyze people’s needs, wants, values,
and patterns of behavior, using a variety of human-cen-
tered research methods and media. They should observe
activities and account for a variety of perspectives on the exe-
cution of tasks in transitions from digital to physical environ-
ments. Students should consider findings of other researchers
who have studied similar experiences and look for analogies in
other types of activities. They should identify “work-arounds”
through which users overcome problems in existing products
and services. Roleplaying may be helpful in understanding
users’ points of view and in creating intelligent systems that
anticipate preferences and behaviors.
Atzmon, L. and Boradkar, P. (2017). Encountering Things: Design and the The-
ories of Things. London: Bloomsbury Publishing.
Deloitte Insights. (2018). “Digital Reality: The Focus Shifts from Technology
to Opportunity.”
Harris, D. (2015). “How Brands Can Bridge the Divide between Digital and
Physical.” Creative Bloq.
LinkedIn. (2018). “2018 Workplace Learning Report: The Rise and Repsonsi-
bility of Talent Development in the New Labor Market.”