Design

Alok Nandi, with Architempo as a multiple media design practice, is focusing on strategy and design, exploring with clients and partners the early phase of project / product / service definition: innovation and concept development.

Information architecture, interaction design and providing relevant design *scapes* {real or virtual, on screen, on paper, in outdoor environment or indoor exhibitions} are the next phases of work, with the optimal user experience tempo.

References include numerous strategic assignments. In parallel works range from concept of conferences as well as an exhibition design at red dot design museum, another one on Jules Verne, an outdoor thematic garden design, websites design and creative direction, interactive applications in sciences museums, scenario development.

On the terms used:

  • Experience Design is the practice of designing products, processes, services, events, and environments — each of which is a human experience — based on the consideration of an individual’s or group’s needs, desires, beliefs, knowledge, skills, experiences, and perceptions. An emerging discipline, experience design attempts to draw from many sources including cognitive psychology and perceptual psychology, cognitive science, architecture and environmental design, haptics, product design, information design, information architecture, ethnography, brand management, interaction design, service design, storytelling, heuristics, and design thinking. Another term for experience design is experiential design.
  • Information Architecture (often abbreviated “I.A.”) is the practice of structuring information (knowledge or data). These are often structured according to their context in user interactions or larger databases.
  • Scenario Design is a concept built on a simple assumption: no experience is inherently good or bad, it can only be judged by looking at how well it helps users achieve their goals. This approach requires one to continually ask — and answer — three questions: Who are the users?; what are their goals?; and how can one help them achieve those goals?
  • Personas are fictitious characters that are created to represent the different user types within a targeted demographic that might use a site or product. Personas are given characteristics and are assumed to be in particular environments based on known users’ requirements so that these elements can be taken into consideration when creating scenarios for conceptualizing a site. In the context of software requirements gathering, a user persona is a representation of a real audience group. A persona description includes a user’s context, goals, pain points, and major questions that need answers. Personas are a common tool in Interaction Design (IxD).

Surfaces, Scenes, Systems– design principles – explore the concepts, the methods and the tools needed to practice information architecture.

Contact Alok Nandi