From Technology-Driven To Experience Driven Innovation: A ...
Experience Driven Design
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Transcript of Experience Driven Design
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Who We Work With
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What is it?
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Defined
The rise of “second screen” apps and new audience engagement technologies such as audio fingerprinting and gamification platforms are changing the standards of mobile and tablet UI design.
Audience engagement apps are now able to deliver dynamic, real-time content to devices. These apps facilitate 2-way communication, allowing users to participate in the action onscreen. Experience driven navigation allows media producers to deliver the most temporally relevant, actionable information to their audience.
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Good design is essential to a good user experience.However, it’s all very “static” isn’t it?
We Love Good Design
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The Multi-Screen Experience
86% of viewers use mobile devices while watching TV 1 45% of tablet users have their device in front of a television at all times 2
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Second Screen apps are a big deal for media producers. Particularly for live events, news,
reality tv and sports formats.
Use Cases
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Engagement Pioneers
Audience engagement is not a new concept. It has always been the name of the game in TV. These guys
wrote the book on it.
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Case Study
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Audience Engagement App
iOS and Android App allowed users to:
• access special content • learn about contestants• discuss on social networks • provide feedback on performances.• take part in real-time challenges • vote for their favourite Dorothy
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Dynamic UI
The app incorporated audio
watermarking technology which synced to
the broadcast and triggered the display
of content and challenges on users
devices.
The instructional overlay informed
users how the app worked and where to
look for recent content.
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Smart Sync API
The most recent item to be synced is
locked in the leftmost slot of the scroll
bar. Users can browse to view other
challenges & content.
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Gamification
A gamification platform tracked users
participation with the app and broadcast.
The more challenges a user participated
in, they were rewarded with votes which
would be used to decide the winning
Dorothy.
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During the broadcast, the audience was asked to rate each Dorothy’s
performance using the Crystal Ball in the app. As the results came in, they
were delivered live on the TV screen via the on-stage Crystal Ball.
Closing the Feedback Loop
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The app had a social deck integrated on
the main menu and gesture control that
allowed it to be pulled from the right
margin with a swipe.
Between broadcasts, the CBC Social Team
engaged users through social networks
and posting offline challenges.
Mobile is Social
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Whats Next for Second Screen?
If it’s Big in Japan...
Check out www.c-o-g..jp
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David [email protected]
Tell us about your Second Screen + Audience Engagement Projects
We’re Experts!Illustrations by: gevi marotz@therealgevi