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GASTRONOMY
A source of inspiration for user experience design




                                                     Peter J. Bogaards
                                                         EuroIA 2010
DdUX.org




           informationdesign.org
Gastronomy: A source of inspiration for user experience design
Jacco Nieuwland
Information architect
     User Intelligence
Eric Reiss
CEO FatDUX
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Disclaimer


• This talk contains my ideas, insights and
  points-of-view and is born out of two
  passions.

• Gastronomy is no synonym for user
  experience (design), nor the other way.

• Present 8 similarities, parallels, or
  analogies.

• It’s not comprehensive at all.
Defining the damned thing
“Gastronomy is the craft,
science, art, sociology, and
anthropology of food, cooking,
serving and eating.”
            - Michael Ruhlman 2008
“User experience design is the
art of setting the stage for good
experiences to happen -
creating spaces to find the
delightful, useful, and good.”
               - Helge Fredheim 2010
Conceptual metaphor
“A conceptual metaphor refers
to the understanding of one
idea, or conceptual domain, in
terms of another.”
                     - Wikipedia
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Prior art
“... (also known as state-of-the-art) in
most systems of patent law,
constitutes all information that has
been made available to the public in
any form before a given date that
might be relevant to a patent's claims
of originality.”

                            - Wikipedia
Gastronomy: A source of inspiration for user experience design
Patañjali Venkatacharya

User experience architect
                  Oracle
Gastronomy: A source of inspiration for user experience design
Daniel Schwartz   Jason Santos   Jody Adams   Ronald Baecker
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
8   Parallels
    Analogies
    Similarities
#1 ~ The senses
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
• Sensorium: vision, audition, touch, smell,
  and taste
• Perception, cognition, emotion, and action
• Design for the senses to allow experiences
  emerge.
Gastronomy




Mainly smell, taste, and touch
User experience




 Mainly vision and audition
#2 ~ Type of field
Gastronomy as a field

•Practice-led field, guild, chefs, and
 schools
•Methods, techniques, skills, and tools
•Science and technology since 1970
 (‘Modernist cuisine’)
UXD/IA as a field

“The field of UXD in general, and IA in
particular is a practice-led field in need of
scientific research and reflection.”

“(…) there is no larger coherent body of
validated, scientific knowledge to appeal
to or apply when designing in commercial
or other contexts.”

                                          Jason Hobbs, et al.
                           Journal of Information Architecture
                                            Issue 1 Volume 2
#3 ~ Homo sapiens
Omnivore



FOOD
Informavore



 FEED
#4 ~ Visualization
Gastronomy: A source of inspiration for user experience design
Jordy Houtman 2010
Louis Rosenfeld 2001
Jordy Houtman 2010
The Elements of User Experience                                                                                                                           Jesse James Garrett
                                                                                                                                                                   jjg@jjg.net
A basic duality: The Web was originally conceived as a hypertextual information space;                                                                             30 March 2000
but the development of increasingly sophisticated front- and back-end technologies has
fostered its use as a remote software interface. This dual nature has led to much confusion,
as user experience practitioners have attempted to adapt their terminology to cases beyond
the scope of its original application. The goal of this document is to define some of these
terms within their appropriate contexts, and to clarify the underlying relationships among
these various elements.



Web as software interface                             Concrete                                                   Completion                         Web as hypertext system

                                                                                                                                   Visual Design: visual treatment of text,
Visual Design: graphic treatment of interface
elements (the "look" in "look-and-feel")                                   Visual Design                                           graphic page elements and navigational
                                                                                                                                   components

Interface Design: as in traditional HCI:                                                                                           Navigation Design: design of interface
design of interface elements to facilitate                                                                                         elements to facilitate the user's movement
user interaction with functionality
                                                                       Interface Design Navigation Design                          through the information architecture
Information Design: in the Tuftean sense:
designing the presentation of information                            Information Design                                            Information Design: in the Tuftean sense:
                                                                                                                                   designing the presentation of information
to facilitate understanding                                                                                                        to facilitate understanding

Interaction Design: development of                                     Interaction Information                                     Information Architecture: structural design




                                                                                                                       time
application flows to facilitate user tasks,
defining how the user interacts with
                                                                       Design     Architecture                                     of the information space to facilitate
                                                                                                                                   intuitive access to content
site functionality

Functional Specifications: "feature set":
detailed descriptions of functionality the site
                                                                      Functional      Content                                      Content Requirements: definition of
                                                                                                                                   content elements required in the site
must include in order to meet user needs                          Specifications Requirements                                      in order to meet user needs

User Needs: externally derived goals                                                                                               User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc.                                              User Needs                                          for the site; identified through user research,
                                                                                                                                   ethno/techno/psychographics, etc.
Site Objectives: business, creative, or other
internally derived goals for the site                                    Site Objectives                                           Site Objectives: business, creative, or other
                                                                                                                                   internally derived goals for the site
task-oriented                                          Abstract                                                  Conception                               information-oriented

          This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)
          that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a
          user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
© 2000 Jesse James Garrett                                                                                                                                         http://www.jjg.net/ia/
The elements of eating experience
Facets of the user experience




                      Peter Morville 2004
Facets of the eating experience




                       Peter Bogaards 2010
#5 ~ Mis en place
“The preparation and assembly of
ingredients, pans, utensils, and
plates or serving pieces needed for a
particular dish or service period.”
         - The Culinary Institute of America
Gastronomy: A source of inspiration for user experience design
UX Design library

• Frameworks
• Design patterns
• Modular components
• Guidelines, grids, and templates
• Standards, reuse, consistency and efficiency
Courtesy of Nathan Curtis
#6 ~ Evaluation
Gastronomy: Taste


• Experience prototyping
• Expert opinion and user feedback
• To make food or cook
User experience: Test
#7 ~ Principles
“Washoku is a practice, it's experiential.”
Washoku: The five principles

• Five colors (‘go shiki’): red, yellow, green,
  black, and white.
• Five tastes (‘go mi’): a harmonious balance of
  flavors (salty, sour, sweet, bitter, and spicy)
• Five ways (‘go ho’): prepare food by a variety
  of methods..
• Five senses (‘go kan’): be mindful of taste,
  sight, sound, smell, and touch
• Five outlooks (‘go kan mon’): rules concerned
  with the partaking of food.
5 principles for UX designers

• Understand the underlying problem
  before attempting to solve it

• Don’t hurt anyone
• Make things simple and intuitive
• Acknowledge that the user is not like you
• Have empathy
                                  - Whitney Hess
Gastronomy: A source of inspiration for user experience design
#8 ~ Inspiration
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Gastronomy: A source of inspiration for user experience design
Wrapup
• Gastronomy as a field is a rich source
  of inspiration.

• Just a few examples of parallels,
  similarities, and analogies. There are
  many more.

• More attention to the human
  experience than to the ‘thing’ we
  design.
FoodUX.org
Gastronomy: A source of inspiration for user experience design
“All slides will be online. If you can’t find
them, you’re in the wrong business.”
                      - Steven Pemberton, 2010
i!

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Gastronomy: A source of inspiration for user experience design

  • 1. GASTRONOMY A source of inspiration for user experience design Peter J. Bogaards EuroIA 2010
  • 2. DdUX.org informationdesign.org
  • 8. Disclaimer • This talk contains my ideas, insights and points-of-view and is born out of two passions. • Gastronomy is no synonym for user experience (design), nor the other way. • Present 8 similarities, parallels, or analogies. • It’s not comprehensive at all.
  • 10. “Gastronomy is the craft, science, art, sociology, and anthropology of food, cooking, serving and eating.” - Michael Ruhlman 2008
  • 11. “User experience design is the art of setting the stage for good experiences to happen - creating spaces to find the delightful, useful, and good.” - Helge Fredheim 2010
  • 13. “A conceptual metaphor refers to the understanding of one idea, or conceptual domain, in terms of another.” - Wikipedia
  • 17. “... (also known as state-of-the-art) in most systems of patent law, constitutes all information that has been made available to the public in any form before a given date that might be relevant to a patent's claims of originality.” - Wikipedia
  • 21. Daniel Schwartz Jason Santos Jody Adams Ronald Baecker
  • 25. 8 Parallels Analogies Similarities
  • 26. #1 ~ The senses
  • 32. • Sensorium: vision, audition, touch, smell, and taste • Perception, cognition, emotion, and action • Design for the senses to allow experiences emerge.
  • 34. User experience Mainly vision and audition
  • 35. #2 ~ Type of field
  • 36. Gastronomy as a field •Practice-led field, guild, chefs, and schools •Methods, techniques, skills, and tools •Science and technology since 1970 (‘Modernist cuisine’)
  • 37. UXD/IA as a field “The field of UXD in general, and IA in particular is a practice-led field in need of scientific research and reflection.” “(…) there is no larger coherent body of validated, scientific knowledge to appeal to or apply when designing in commercial or other contexts.” Jason Hobbs, et al. Journal of Information Architecture Issue 1 Volume 2
  • 38. #3 ~ Homo sapiens
  • 46. The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/
  • 47. The elements of eating experience
  • 48. Facets of the user experience Peter Morville 2004
  • 49. Facets of the eating experience Peter Bogaards 2010
  • 50. #5 ~ Mis en place
  • 51. “The preparation and assembly of ingredients, pans, utensils, and plates or serving pieces needed for a particular dish or service period.” - The Culinary Institute of America
  • 53. UX Design library • Frameworks • Design patterns • Modular components • Guidelines, grids, and templates • Standards, reuse, consistency and efficiency
  • 56. Gastronomy: Taste • Experience prototyping • Expert opinion and user feedback • To make food or cook
  • 59. “Washoku is a practice, it's experiential.”
  • 60. Washoku: The five principles • Five colors (‘go shiki’): red, yellow, green, black, and white. • Five tastes (‘go mi’): a harmonious balance of flavors (salty, sour, sweet, bitter, and spicy) • Five ways (‘go ho’): prepare food by a variety of methods.. • Five senses (‘go kan’): be mindful of taste, sight, sound, smell, and touch • Five outlooks (‘go kan mon’): rules concerned with the partaking of food.
  • 61. 5 principles for UX designers • Understand the underlying problem before attempting to solve it • Don’t hurt anyone • Make things simple and intuitive • Acknowledge that the user is not like you • Have empathy - Whitney Hess
  • 68. Wrapup • Gastronomy as a field is a rich source of inspiration. • Just a few examples of parallels, similarities, and analogies. There are many more. • More attention to the human experience than to the ‘thing’ we design.
  • 71. “All slides will be online. If you can’t find them, you’re in the wrong business.” - Steven Pemberton, 2010
  • 72. i!