After reading the two articles one concept I am questioning is monotony. It is interesting to consider when designing experiences because both articles talk about improving lifestyles, and a large portion of developing a successful life style is generating a routine. The first article talks about improving the efficiency of the workplace. When people have a new experience there will probably be a learning curve that for a while, will make someone less efficient than they already were. This connects to the idea of Taylorism because sometimes you can’t teach an old dog new tricks so what logically should be more efficient, actually incorporating it into an existing workflow might just cause problems without proper training.
The second article talks about loyalty and how people build an emotional attachment to their experience and fall come to expect some specific result from that experience. While some users are excited by change and want an experience that is enriching and always transforming, other people might be uncomfortable or almost frustrated if something seems too complicated. As a designer, I am curious about the process of creating a disruptive idea with potential to improve the life of the user but how do you successfully transition them into trusting your experience. How does one decide how obvious to be, because what may seem easy to the creator can be highly complicated to a user and it is important to find the line between creating a subtle, open-ended narrative and just leaving the stranded and not even giving your product a chance.
It’s important that there is some discovery the user does on their own so that they feel a sense of accomplishment and a stronger emotional attachment, but it can’t be too complicated where the user becomes lost or frustrated. I guess that’s why when you create an experience, it can be hard to predict how people will react and so when you are designing, you have to take what is logical and compare it with user testing to see how a real person is going to act based on emotions.