shaping phenomena

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SHAPING PHENOMENA April 1, 2011 How to maximize internaliza=on & externaliza=on

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Why it is important that people talk about what you make and how you can trigger these conversations.

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Page 1: Shaping Phenomena

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.  

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CASES  

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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  

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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  

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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.    

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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  

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Arer  turning  the  design  of  the  boole  into  a  popular  icon,      

Absolut  transported  this  concept  to  the  virtual  world…  

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…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…  

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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  

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David  Feenstra  

Strategic  Planner  

hop://denieuwejuniorstrateeg.web-­‐log.nl  

THANKS!