As the size of teams grows, so
does the amount of coordination
and structure needed. “When I
reached a point where hundreds
of people were coming out, many
just friends of friends along for
the ride, I realized that I need
to make sure the experience is
well planned out for their enjoyment, adds Todd. “People do not
want to stand out in the rain for
an hour if they’re not a veteran
member of the group.”
Consuming and Co-creating
We improvise daily. Every time
we come across a baffling
product or service, we start the
process. Without understanding
intended use, we cope our way
through it (often with pride), not
cracking open the user manual
the technical writer crafted
so carefully, choosing instead
to invent our way through the
experience. These improvisations, at times, lead to the accidental new uses of products, just
as improvisation on the creation
side leads to the intentional
development of products.
As consumers, we’re
already improvisers of sorts.
Improvisation, to “compose
or perform without previous
preparation,” is already part of
a societal value system. There’s
a socially motivated correlation
between the ability to improvise
and perceived intelligence.
It would be easier, more
elegant, far more usable perhaps, were we in control of the
entire experiences we set out
to design. But the reality is the
democratization of design, whatever its definition, is upon us. So
it’s our responsibility to create
rich engagements that result in
meaningful experiences. And
further inspection of improvisa-
tion for us as not just creators,
but as consumers, may provide
some insight.
Don Norman, in an insightful piece for interactions, clearly
navigates “transmedia,” the
emergence of multiple media
in common pursuit of a story
or experience. Whether we are
consuming or producing, being
a spectator or a creator, what is
needed, he puts forth, is “
meaningful, thoughtful creation and
participation” [ 10].
Improvisation has interesting
implications for us going forward
when we look at ourselves not
as creators, but as consumers.
While a tweet, a status update,
or a flickr upload may not be a
design contribution as we define
it, a Blurb book or a fully funded
Kickstarter project might be. At
a time when we’re beginning
to become comfortable with
co-creating content, we need to
become comfortable with impro-
vising. Not for a societal con-
struct, but in the interest of cre-
ating meaningful and engaging
experiences alongside everyone
who wishes to engage in creating
them. The challenge will be to
sustain the quality in real time.
[ 10] Norman, D.
“The Transmedia
Design Challenge:
Co-Creation”; http://
interactions.acm.org/
content/?p=1318/
ABOUT THE AUTHOR Liz Danzico
is equal parts designer, educator, and
editor. She is chair and cofounder of the
MFA in Interaction Design Program at the
School of Visual Arts and an independent
consultant in New York, on the editorial
board for Rosenfeld Media, and on the
board of Design Ignites Change. In the
past, Danzico directed experience strategy
for AIGA and the information architecture teams at Barnes & Noble.com and
Razorfish New York. She lectures widely
and writes at Bobulate.com.
March + April 2010
DOI: 10.1145/1699775.1699780
© 2010 ACM 1072-5220/10/0300 $10.00