shaping phenomena
DESCRIPTION
Why it is important that people talk about what you make and how you can trigger these conversations.TRANSCRIPT
SHAPING PHENOMENA
April 1, 2011
How to maximize internaliza=on & externaliza=on
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A phenomenon is any observable occurrence (from Greek: phainómenon “that which appears”).
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General mo=ve
In our age of informa=on, rhetoric has become redundant and can even get downright offensive.
We need to move from messaging to meaning.
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We are not passive receivers of an independent reality.
To be able to make sense of a complex world,
we form mental construc=ons as representa=ons of reality.
Individually and in groups…
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PHENOMENAL REALITY
INDIVIDUAL REALITY SOCIAL REALITY
Social construc2on Percep2on
Internaliza2on
Externaliza2on
-‐ Ref: Giep Franzen & Marieke van den Berg -‐
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Social construc2on Percep2on
Internaliza*on
Externaliza2on INDIVIDUAL REALITY SOCIAL REALITY
PHENOMENAL REALITY
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Our view of the world is a social construc=on.
We adopt customs and beliefs from our social environment.
Through internaliza=on this becomes an individual reality.
Internaliza=on is the process of acceptance of a set of norms established by people or groups influen=al to the individual.
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Social construc2on Percep2on
Internaliza2on
Externaliza*on INDIVIDUAL REALITY SOCIAL REALITY
PHENOMENAL REALITY
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The processes of percep=on rou=nely alter what we see.
We constantly expose our individual reality.
Through externaliza=on we match it with our social environment.
Externaliza=on is an unconscious defense mechanism where an individual projects his own internal characteris=cs
onto the outside world, par=cularly onto other people.
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Why are these processes so important?
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Internaliza=on creates trust
Degree of trust in different forms of adver=sing -‐ The Nielsen Company -‐
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Externaliza=on creates reach
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How to maximize internaliza=on & externaliza=on?
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Social construc2on Percep2on
Internaliza*on
Externaliza2on INDIVIDUAL REALITY SOCIAL REALITY
PHENOMENAL REALITY
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i1. CREATION
The act of making, inven=ng or producing.
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Create something never seen before. Embrace new technologies.
Create newness by mashing up culture.
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A culture of mul=tasking, on-‐the-‐go consump=on and 24/7 connec=vity, requires designs for con=nuous development and change.
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Don’t talk about it, do it
Help customers drive efficiently
Stop selling your product for a day
Fund sustainability ideas
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Stop communica=ng products, start making communica=on products.
-‐ Gareth Kay -‐
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Conclusion Maximize internaliza=on by crea=ng new tangible projects and products.
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i2. SIGNIFICATION
The act or process of giving meaning by using signs.
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A sign is an observable unit of meaning that refers to an absent object.
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Rela%on between sign & absent object
Iconic Rela=on based on resemblance Photos, typography, pictograms
Indexical Rela=on based on experience Indica=ons, names, symptoms
Symbolic Rela=on based on agreement Words, badges, logos
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A sign acquires meaning in 3 stages:
Firstness is how the image itself is perceived (affec=on). Meaning can s=ll develop in any direc=on.
Secondness is no longer about affec=on, but understanding of the context of the image. Meanings are not yet fixed.
In Thirdness the meanings of signs are no longer emerging.
-‐ Charles Sanders Peirce -‐
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Firstness
Secondness
Thirdness
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Conclusion Maximize internaliza=on by using signs,
but allow people to assign their own meaning.
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i3. NARRATION
The telling of a story or of happenings.
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Narra=ve organizes not just memory, but the whole of human experience. Narra=ve is an instrument of mind that constructs our no=on of reality.
-‐ Jerome Bruner -‐
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Narra%ve structures
Linear Story wrioen in the same =me order as it took place.
Mul%-‐narra%ve Two or more stories run alongside each other; either mul=ple people telling the same story or mul=ple different stories that alternate.
Reversed Story moves back in =me or heavily consists of ambiguous flashbacks and/or flash
forwards.
Fragmented Story is all over the place and the audience has to figure out what happened and in what
order.
Metafic%on Story within a story; a type of fic=on that self-‐consciously addresses the devices of fic=on,
exposing the fic=onal illusion.
Rhizome Same story told mul=ple =mes with different twists and endings.
Game Audience is part of the story and has direct influence on it; the story unfolds as they go
along.
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Marke=ng typically follows the Hollywood structure,
aiming at comprehension.
While it should adopt other structures to become more interes=ng.
Nobody comes out of a movie, saying “That was a really good movie. I really enjoyed it.
It was really clear”.
-‐ Russell Davies -‐
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Conclusion Maximize internaliza=on by adop=ng
non-‐linear narra=ve structures.
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i4. DIFFERENTIATION
The act of dis=nguishing by giving specific difference.
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-‐ Jean Baudrillard -‐
Different aspects or quan==es of knowledge, possessions or culture can define our status and
rela=ve grouping.
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-‐ Katz & Lazarsfeld, 1955 -‐
Two Step Flow model
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People tend to have different roles within different social environments.
In a media-‐fragmented world influencer roles become increasingly important.
Meanwhile it takes more effort to reach them.
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Conclusion Maximize internaliza=on by dis=nguishing
between and adap=ng to different social roles.
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Social construc2on Percep2on
Internaliza2on
Externaliza*on INDIVIDUAL REALITY SOCIAL REALITY
PHENOMENAL REALITY
CREATION SIGNIFICATION NARRATION
DIFFERENTIATION
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e5. SENSATION
A percep=on associated with s=mula=on of a sense organ.
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Through the senses we experience reality and create memories.
-‐ Kevin Roberts -‐
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The screen has replaced the scene. The virtual can be seen as a new dimension of
hyperreality; a perfect copy of reality.
-‐ Jean Baudrillard -‐
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Richness
Mobility
Max. 1” Max. 15” Max. 5” Max. 120”
On-‐the-‐go
All day
On the couch
Evenings weekends
In the office
Weekdays 9 to 5
On the couch
Evenings weekends
Max. 5”
In store
Business hours
Interac=ve Interac=ve Interac=ve Linear Interac=ve
Touch Touch Keyboard Remote control Touch
Call, SMS, Apps, LBS, NFC, music
Apps, sites, magazines, video, books
Websites, documents, video, music
Shows, series, movies
Shopping info
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Conclusion Maximize externaliza=on by designing for
op=mal sensory s=mula=on.
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e6. PARTICIPATION
The act of sharing in the ac=vi=es of a group.
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Tell me, and I forget it, Show me, and I remember,
Let me do it, and I understand.
-‐ Confucius -‐
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People need mo=va=on to get involved.
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Entertainment
Self-‐expression
Experience
Informa=on
Convenience
Economic value
Altruism
Assembly
Connec=on
Compe==on
Reference
Collabora=on
Emo%onal
Ra%onal
We Me
Mo=va=on Spectrum
Note: Model developed by David Feenstra, 2010
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Conclusion Maximize externaliza=on by triggering emo=onal and/or ra=onal mo=va=ons.
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e7. INTERPRETATION
A personal mental representa=on of the meaning of an observa=on.
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Ambiguity allows for mul=ple interpreta=ons.
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Aesthe=c judgment is realized through spontaneous synchroniza=on of imagina=on and mental capacity.
When there’s harmony we judge the phenomenon as being beau=ful.
When there’s disharmony we judge the phenomenon as being sublime.
-‐ Immanuel Kant -‐
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-‐ Self-‐portrait by Rembrandt van Rijn -‐ -‐ Self-‐portrait by Francis Bacon -‐
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Eide=c features are the features that cannot be changed without affec=ng the true essence of a phenomenon.
Eide=c reduc=on is a form of imagina=ve varia=on in which features such as form, size and characteris=cs are changed in the imagina=on
to find the eide=c features of a phenomenon.
-‐ Edmund Husserl -‐
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Eide=c features of the Common brand are: a product/service with a sustainable nature,
a concept selected by the Common community, and the brand name.
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Conclusion Maximize externaliza=on by nurturing different individual interpreta=ons, while staying true to
the essence of the phenomenon.
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Social construc2on Percep2on
Internaliza2on
Externaliza2on
SENSATION PARTICIPATION INTERPRETATION
INDIVIDUAL REALITY SOCIAL REALITY
CREATION SIGNIFICATION NARRATION
DIFFERENTIATION
PHENOMENAL REALITY
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How to maximize internaliza=on & externaliza=on
1. CREATION – Create new tangible projects and products. 2. SIGNIFICATION – Use signs, but let people assign their own meaning.
3. NARRATION – Adopt non-‐linear narra=ve structures.
4. DIFFERENTIATION – Dis=nguish between different social roles.
5. SENSATION – Design for op=mal sensory s=mula=on.
6. PARTICIPATION – Trigger emo=onal and/or ra=onal mo=va=ons.
7. INTERPRETATION – Encourage different individual interpreta=ons.
CASES
1. CREATION – original outstanding crea=ve expressions 2. SIGNIFICATION – use of ambiguous signs throughout the story
3. NARRATION – narra=ve con=nuously shirs in meaning
4. DIFFERENTIATION – not relevant
5. SENSATION – disturbing visuals and sounds with enormous impact
6. PARTICIPATION – not possible
7. INTERPRETATION – designed to constantly throw the viewer off
DAVID LYNCH
1. CREATION – signature street art full of mischief and mystery
2. SIGNIFICATION – representa=ons of popular culture
3. NARRATION – ever-‐changing narra=ves to trigger specula=on
4. DIFFERENTIATION – not relevant
5. SENSATION – object and context designed to create shock effect
6. PARTICIPATION – not possible
7. INTERPRETATION – no consensus on iden=ty, mo=ve & meaning
BANKSY
MANIFESTO
OBEY Giant is an experiment in phenomenology. Phenomenology aoempts to enable people to see clearly something that is right before their eyes but obscured; things that are so taken for granted that they are muted by abstract observa=on. The first aim is to reawaken a sense of wonder about one’s environment.
1. CREATION – image stays the same, context is ever-‐changing
2. SIGNIFICATION – sign & context re-‐awaken a sense of wonder
3. NARRATION – narra=ve emerges throughout the experiment
4. DIFFERENTIATION – project ini=ally aimed at influencers
5. SENSATION – discomfor=ng visual expression
6. PARTICIPATION – community is encouraged & enabled to join
7. INTERPRETATION – open experiment without fixed meaning
SHEPARD FAIREY
Arer turning the design of the boole into a popular icon,
Absolut transported this concept to the virtual world…
…and quickly realized it would not be sufficient. Absolut needed to adapt to a changing world.
So they decided to design ever-‐changing narra=ves under the eide=c theme In An Absolut World.
2 expressions…
1. CREATION – installa=ons, projects, products and pieces of art 2. SIGNIFICATION – the Absolut boole turned into an icon
3. NARRATION – the brand as a crossroads of different narra=ves
4. DIFFERENTIATION – collabora=ons with high profile influencers
5. SENSATION – s=mula=on of sound, sight and taste
6. PARTICIPATION – In An Absolut World consumers are co-‐creators
7. INTERPRETATION – no fixed meaning (in some cases)
ABSOLUT
David Feenstra
Strategic Planner
hop://denieuwejuniorstrateeg.web-‐log.nl
THANKS!