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Home Week 2 · Overview

Iconic Beginnings

Week 2
Gallery Walk Disney · Apple · DVF Challenge 2
Home 10-Week Overview
  • 01"Dear Data, Design Vision"Individual
  • 02"Iconic Beginnings"Dyads
  • 03"Everything Is a World"Dyads
  • 04"The 30-Year Object"Dyads
  • 05"Invisible Senses"Dyads
  • 06"Curating & Taste"Individual
  • 07"Get Out of Your Head"Dyads
  • 08"Ugly Darlings"Dyads
  • 09"Less But Better"Dyads
  • 10"Who Are You Now?"Individual

Week
2

Home Week 2 · Critique Protocol

Critique Protocol

I Like

Name what's working and why. "I like how _____ because _____."

I Wish

Name what could go further. "I wish _____ because _____."

I Wonder

Open a door. "I wonder what would happen if _____."

Not This

"I don't like it" or "It's good" — vague reactions don't help anyone improve.

Feedback is about the work, not the person. A good critique helps the recipient see what's working and what could be stronger.
Home Week 2 · Monday

Gallery Walk

Week 1 Dear Data drawings displayedGallery Walk

Your Week 1 Dear Data drawings are displayed around the room.

Two Post-it colors:

🟢 Green: what's working

🟡 Yellow: what could go further

Circulate. Look at everything. Leave feedback on at least 5.

Home Week 2 · Monday

Progress Discussion

Name It

What did you see in the work? Which approaches surprised you?

Connect It

Where did last week’s theory show up? Who used data as a design tool?

Build On It

What skill did this week’s work start to develop?

Home Week 2 · What You’re Building
01
Dear Data

See data in everything

02
Iconic Beginnings

Design the invisible

03
Everything Is a World

Design things worth keeping

04
The 30-Year Object

See a world as data — document, analyze, find insights

05
Invisible Senses

Translate a place into something someone else can feel

06
Curating & Taste

Articulate your design principles

07
Get Out of Your Head

Design the collaboration, not just the product

08
Ugly Darlings

Honest iteration — early work is material, not precious

09
Less But Better

Edit ruthlessly — what you remove matters as much as what you keep

10
Who Are You Now?

Know who you are as a designer — and show it

Home Week 2 · Overview

Week 2

Theory

Gentner & Markman (1997) — deep vs. shallow analogy. Structural mapping transfers relational structure, not surface features.

Dahl & Moreau (2002) — far-field analogies produce more original ideas. Distance between domains matters.

Hargadon & Sutton (1997) — technology brokering. Innovation by recombining existing ideas across industries.

Pine & Gilmore — when does a product become an experience? The experience economy framework.

Case Studies

Disney — the experience starts before you arrive. Anticipation as design.

Apple Store & Unboxing — every surface is a controlled reveal. Emotional choreography.

DVF Wrap Dress — one resonant idea, no technology. An iconic opening built on conviction alone.

Design Challenge

"Iconic Beginnings"

Every design is an experience journey. Interview your dyad partner. Find a product they love whose early experience is undesigned. Map the full journey, then redesign the beginning — anticipation, discovery, first encounter.

Deliverables: experience journey map (3+ stages — primary deliverable), supporting artifacts (images, video, prototypes — presented live), sensory choice beyond visual, principle transfer statement, portfolio PDF.

Due: Monday by 12pm.

Home Week 2 · Theory

Theory

Paper

Gentner & Markman (1997)

Structure mapping in analogy

Paper

Dahl & Moreau (2002)

Analogical thinking in design

Paper

Hargadon & Sutton (1997)

Technology brokering

Pine & Gilmore

The Experience Economy

Norman (1999)

Affordances — Recommended

Groups assigned in class. Each student reads one.

Gentner & Markman — Structure Mapping

When we draw an analogy, we are not matching surface features — we are transferring relational structure from one domain to another. A deep analogy maps systems of relationships, not just individual attributes. Saying "an atom is like a solar system" works not because they look alike but because both have a small dense core with things orbiting around it in predictable paths. Shallow analogies match appearances; deep analogies match how things relate. For design: when you borrow from another domain, ask whether you are borrowing the look or the logic. The logic is where the real transfer happens.

Dahl & Moreau — Far-Field Analogies

Designers who draw analogies from distant domains produce more original ideas than those who stay close to the problem space. A furniture designer inspired by origami will generate more novel solutions than one inspired by other furniture. But there is a tradeoff: far-field analogies are harder to execute and require more effort to translate. The distance between domains is what creates novelty — the unfamiliar source forces you to invent the connection rather than copy the solution. This week, when you look at Disney or Apple, notice how the best design choices came from outside the obvious category.

Hargadon & Sutton — Technology Brokering

Innovation rarely comes from inventing something entirely new. It comes from moving ideas between industries that don’t normally talk to each other. IDEO’s designers act as “technology brokers” — they collect solutions from one domain and recombine them in another. A shopping cart borrows from rollerblades. A medical device borrows from a toy. The key is access to a wide range of industries and the ability to see connections others miss. For this week: DVF’s wrap dress came from bankrupt stocking machines. That’s technology brokering — taking what exists in one world and recombining it in another.

Pine & Gilmore — The Experience Economy

Products become commodities. Services become commodities. The next competitive frontier is staging experiences — designing memorable events that engage customers in an inherently personal way. A cup of coffee costs pennies as a commodity, a dollar as a product, three dollars as a service, and fifteen dollars as an experience. The shift is from delivering function to designing time well spent. An experience has a beginning, middle, and end; it engages multiple senses; it creates a memory. This is the framework behind Disney, Apple Stores, and every "unboxing" that feels like a gift.

Norman — Affordances (Recommended)

An affordance is a relationship between an object and a person — a chair affords sitting, a handle affords pulling. But what matters for design is the perceived affordance: what the user thinks they can do before they think about it. A flat plate on a door affords pushing; a handle affords pulling. When the design gets this wrong, people push doors they should pull, every single day. Affordances shape behavior before conscious thought kicks in. For first-contact design, this is foundational: the object must communicate its use through its form.

Reflection assignment: Find a designed thing in the world that represents one of these concepts. Bring it to Wednesday's discussion.

Home Week 2 · Cases

Cases

Disney

Anticipation as design

Apple Store

Every surface is a controlled reveal

Apple Unboxing

Emotional choreography

DVF Wrap Dress

One idea, no technology, 50 years of icon

Disney — The Experience Starts Before You Arrive

Weeks before your trip: countdown timers, personalized itineraries, MagicBand unboxing in the mail. By the time you walk through the gate, you’ve been having the experience for weeks. Disney doesn’t design a theme park — they design a journey that begins the moment you decide to go. Takeaway: Design the anticipation. The opening isn’t the first touch — it’s the first thought.

Apple Store — Every Surface Is a Controlled Reveal

Glass facade — you see the products before you enter. Transparency as invitation. Every laptop at 76° so you must adjust it, which means you touch it. Genius Bar at the back — the journey is the store. No checkout counter. Takeaway: Design the sequence. What does someone see first, touch first, feel first?

Apple Unboxing — Emotional Choreography

The box resists opening at exactly the right speed — air pressure designed in. Every layer is sequenced. Nothing is accidental. Apple employs a dedicated box opener. Takeaway: Design the sensory arc. Each moment should add a new dimension — sight, then touch, then sound.

DVF Wrap Dress — One Resonant Idea

1970: Diana Vreeland writes to Diane von Furstenberg — “Your clothes are absolutely smashing.” 1976: Newsweek cover. Millions of women, 50+ years, still in production. No technology, no complex system — one resonant idea executed with conviction. The wrap dress IS an iconic opening: the first thing she showed the world, and it defined everything that followed. Takeaway: An iconic opening doesn’t require technology. It requires one idea so clear it becomes the benchmark.

Home Iconic Beginnings

Iconic Beginnings

The Invisible Parts

The first moment someone encounters your design is itself a design problem. Every product is an experience and a system. The designers who stand out learn to see and design the parts that were previously invisible.

Four Cases

Disney, Apple Store, Apple Unboxing, and DVF — each turned an opening into an art form by designing something no one had thought to design before. Each teaches a structural principle you’ll apply this week.

Home Case 1 · Disney

Disney

The experience starts before you arrive

Weeks before your trip: countdown timers, personalized itineraries, MagicBand unboxing in the mail.

By the time you walk through the gate, you've been having the experience for weeks.

Disney doesn't design a theme park. They design a journey that begins the moment you decide to go.

Takeaway: Design the anticipation. The opening isn't the first touch — it's the first thought.
Home Case 2 · Apple Store

Apple Store

Every surface is a controlled reveal

Glass facade — you see the products before you enter. Transparency as invitation. Every laptop at 76° so you must adjust it, which means you touch it. Genius Bar at the back — the journey is the store. No checkout counter.

Takeaway

Design the sequence. What does someone see first, touch first, feel first? Every moment in the journey should be intentional.

Home Case 3 · Apple Unboxing

Apple: Unboxing

Unboxing as emotional choreography

The box resists opening at exactly the right speed — air pressure designed in. Every layer is sequenced. Nothing is accidental. Apple employs a dedicated box opener.

Takeaway

Design the sensory arc. Each moment should add a new dimension — sight, then touch, then sound. What does your design feel like at each stage of discovery?

Home Case 4 · Vespa

Vespa

An object that becomes a world

The Vespa isn’t transportation — it’s an identity. From 1946 Piaggio factory to Roman Holiday to every café in Europe, the experience begins the moment you see one. The silhouette is the brand. No logo needed.

Takeaway

An iconic beginning can be a shape. When the form carries the entire story, the first encounter is instant recognition — before you touch it, ride it, or own it.

Home Case 5 · DVF Wrap Dress

Iconic Opener of a Product and a Career

A bankrupt stocking factory’s hosiery machines became fashion machines — analogical transfer that created the wrap dress, a single idea so clear it defined everything that followed.

In 1969, Diane von Furstenberg was 22, married to a prince, pregnant, and had never designed a dress. No fashion training, no factory, no investors. What she had was a single idea about how a woman should feel when she gets dressed: powerful, free, and like herself.

She was interning at Manufactura Ferretti in Como, Italy. Next door was a stocking factory. When pantyhose replaced stockings, that factory went bankrupt. Ferretti bought it. The bankrupt factory’s tubular knitting machines were repurposed with thicker yarn — and that’s how they invented the jersey knit that would become the wrap dress.

This is analogical transfer at the level of manufacturing — the very concept from this week’s readings. Hosiery machines became fashion machines. DVF designed around the material’s strengths: it stretched, it draped, it printed beautifully, it didn’t wrinkle. A dress that tied at the waist, required no zipper, fit almost every body type. She sold the first ones out of a suitcase.

In 1970, Diana Vreeland — the most powerful editor in fashion — wrote DVF a letter: “I think your clothes are absolutely smashing. The fabrics, the prints, the cut are all great. This is what we need.” That letter, from the Editor-in-Chief of Vogue, was the first external validation. But DVF had already been selling the dresses directly. She didn’t wait for permission.

By 1976, she was on the cover of Newsweek. The tagline, in her own handwriting: “Feel like a woman, Wear a dress!” Twenty-five thousand dresses were selling per week. One million sold by the time of that cover. She had built the entire brand on a single silhouette. One idea, one form, one message.

The wrap dress became a symbol not because it was the best-made dress, but because it was the clearest idea. Women didn’t just buy a garment — they bought the feeling the garment represented. DVF understood that the opening experience wasn’t the store or the packaging. It was the moment you put it on and looked in the mirror.

Fifty years later, the wrap dress is still in production. Still in dozens of prints. DVF’s “Journey of a Dress” exhibition at LACMA drew hundreds of thousands of visitors. The dress is in the permanent collections of the Costume Institute at the Met and the Smithsonian.

Every case study we’ve seen this week — Disney, Apple Store, Apple Unboxing — involved large teams, massive budgets, and years of iteration. DVF’s wrap dress is a counterpoint: a bankrupt stocking factory’s machines repurposed through analogical transfer, one woman’s conviction, and an idea so clear it became the benchmark for an entire category. Dahl & Moreau would call it a far-field analogy — hosiery manufacturing to haute couture. The distance between domains is exactly what created the novelty.

The question for you this week is not whether you have Apple’s resources. It’s whether you have one idea clear enough to define everything that follows.

Home Case 5 · DVF Wrap Dress

Newsweek, March 22, 1976 — “Rags & Riches”

Diana Vreeland’s 1970 letter from Vogue: “This is what we need.”

“Journey of a Dress” — LACMA Exhibition

Millions of women. Still in production. One idea.

Takeaway: An iconic opening doesn’t require technology or a complex system. It requires one resonant idea executed with conviction. DVF’s wrap dress was the first thing she showed the world, and it defined everything that followed. The question for your challenge: what’s your one idea?
Home Iconic Beginnings · Framework

What Makes Something Iconic?

An icon is a representation — a very powerful symbol. These criteria separate “good” from “iconic”:

  • Sets a benchmark for others to follow
  • Groundbreaking in technology or craft
  • Improves on the past
  • Sets new standards in quality, function, or style
  • Stands the test of time
  • Stays in the memory of those who encounter it
  • Recognized immediately
  • Inspires other designers
  • Sets a trend
  • Innovative
  • Aesthetically pleasing
  • Often emulated or copied
  • Has its place in history — or helps change it
After your presentations next week, we’ll evaluate: is your opening experience merely good — or does it set a benchmark for how this product category should be encountered?
Home Week 2 · Exercise

Iconic Candy?

Exercise 10 Minutes

Step 1: Explore it, taste it. Pay attention to every step.

Step 2: Write down every moment you just experienced — the wrapper, unwrapping it, the weight in your hand, the first taste, the texture, the flavor as it dissolves, the aftertaste.

Step 3: Redesign the first three steps to make this candy iconic. Same candy. Same cost. What would make someone remember this experience, tell someone about it, want it again?

Could a 25 cent candy have an iconic beginning? This is the same skill as the challenge: find what’s invisible, design it, and make it unforgettable.
Home Week 2 · Exercise Debrief

Share + Debrief

VossVoss
FijiFiji
Acqua PannaAcqua Panna
It’s all water. But how might these experiences differ? Voss, Fiji, and Acqua Panna didn’t change the product — they redesigned the invisible steps. Those are the same steps this week’s challenge is about.
Home Week 2 · Design Challenge

Iconic Openers

“Iconic Beginnings”

Interview + Identify

Find a product your partner loves whose early experience journey is undesigned

Experience Journey Map

3+ stages with intended emotion

Supporting Artifacts

Images, video, prototypes — whatever makes your redesigned journey clear and compelling

Principle Transfer

Structural, not surface

Gallery Slides

Your 4 slides in the weekly shared class deck

Due Monday before class

What to Make

Every design, even a simple one, is an experience journey. Interview your dyad partner. Find a product they love whose early experience — how people find it, anticipate it, first encounter it — is undesigned. Map the full journey, then redesign the beginning (or another undesigned or underdesigned part of the experience, depending on what you learned from the interview). Identify which impact trajectory your redesigned product sits in. The experience journey you’re designing IS a service system — name it.

Dyads: randomly assigned partner. You design for them, they design for you.

Deliverables

Experience journey map (3+ stages with intended emotion at each — this is the primary deliverable). Supporting artifacts — include a slide with supporting artifacts (images, video, storyboard, or prototype) to help communicate the idea for the redesigned experience. This can be as simple or refined as you like. We will briefly present these slides live in class at around 3 minutes per person (6 minutes per team). One sensory choice beyond visual (named and justified) — building on the example of Apple unboxing from this week’s slides, in which Apple designed the air resistance of the box lid, the sound of the pull tab, etc, identify one non-visual sense (touch, sound, smell, etc.) and intentionally design for it in your experience journey. Name which sense and explain why it matters for your redesign. The idea is to push past making something that just looks good. Principle transfer statement — your principle transfer statement each week is where you show engagement with takeaway concepts from the theory slide and/or case studies in your design. For example: “The principle I transferred from [specific reading on theory slide or example from case study slides] is [analogical transfer], applied as [my partner talked about a problem with a vaccine shipment that was frozen in transit but no one realized it and was compromised and thus ineffective when used later on. This invisible part of the product experience had not been designed for, and was a failure mode, so I chose to work on that and identified the analogy I was looking for as: a ‘temperature change identification’ problem in different ways. I looked for ways this problem of temperature change identification has been solved in totally different products and industries. I found an example of one where a thin membrane bursts at freezing temperature, and thought of creating a sticker filled with a small amount of food coloring made of that membrane. So if it reached that temperature, it would burst and release the food coloring, making it clear the vaccines were compromised.]” Your principle transfer can come from any of the theory or case examples from the week. The idea is for you to engage with the concepts from that week in your design and articulate how.

Show It In Your Design Self-Check

Is your principle transfer structural, not surface? Does your journey map include the invisible parts — before and after? Does your sensory choice add something vision can’t carry?

“I made it white like Apple” fails. “I choreographed a three-stage reveal like Apple’s unboxing sequence in the following specific way” succeeds. “I used machines that were designed to make hosiery/pantyhose to invent a new stretchy jersey knit material” is analogical transfer.
Home Week 2 · Monday

Studio Time

Dyad partners announced (randomly assigned). Design your interview questions together.

What makes an exceptional journey map?

Make the invisible visible — every stage, every emotion, every gap. Your journey map is the primary deliverable.

X-Hour

Finish interviewing each other if you haven’t yet. Introductions to 2D and 3D digital fabrication.

Home Week 2 · Journey Map Tutorial

From Interview to Journey Map

Your interview gave you stories. A journey map turns those stories into a structure you can redesign. Five steps:

01

Extract Moments

Listen back to the recording or re-read notes. Write each distinct moment on a sticky/card. One moment = one sticky.

02

Order in Time

Lay the stickies in sequence from first encounter to last. Don’t skip steps that seem “obvious” — those are usually where design is missing.

03

Group Into Stages

Cluster moments into 3–7 stages. Name each stage from the user’s point of view, not the company’s (“Deciding” not “Customer Acquisition”).

04

Add Emotion

Draw a line across the moments showing how your partner felt at each step — satisfaction up, frustration down. Quote them directly where you can.

05

Mark Moments of Truth

Circle the 1–3 moments that most define the experience. These are where your redesign lives. Everything else is context.

A journey map is a diagnosis tool. You’re not drawing for beauty — you’re finding where the experience is undesigned so you know what to redesign.

Home Week 2 · Worked Example

First Time Ordering at a New Coffee Shop

Simple example — 3 stages, 6 moments, one emotion line. This is the minimum viable journey map.

Discover & Arrive
Order & Wait
Receive & Enjoy
Sees Instagram post
Walks in door
Reads the menu board
Places order at counter
Waits & watches
First sip
satisfaction frustration
“It looked so cozy, I had to try it.”
“I couldn’t tell if I was supposed to seat myself or order first.”
“What’s a cortado? Everything sounds fancy.”
“The barista was so nice when I asked.”
“I loved watching him pour the latte art.”
“It was way more bitter than I’m used to.”

★ Moment of truth: watching the latte art — the visible craft turned a transaction into a small ritual. The redesign opportunity is the menu board (frustration) and the first sip (mismatch with expectation).

Home Week 2 · Complex Example

Getting a Cavity Fixed at the Dentist

More complex — 5 stages, 10 moments, emotional stakes are higher. Anxiety is a design factor, not just a feeling.

Book & Wait
Arrive & Check In
Waiting Room
Procedure
After
Calls to book
Days of worry
Parks & enters
Clipboard forms
Waits past time
Called back
Numbing shot
Drill sound
Mouth rinse
Pays & leaves
satisfaction frustration

★ Two moments of truth: the wait past the appointment time (anxiety peaks with no information) and the drill sound (even with numbing, the sound triggers fear). Notice the emotion line dips before the procedure even starts — the waiting room is doing damage. The redesign opportunity isn’t just the procedure; it’s the time when nothing is happening.

Home Week 2 · Template

Your Template

Four tracks, aligned in columns. Copy this structure — the details are yours.

Stages
Stage 1
Stage 2
Stage 3+
Touchpoints
moment
moment
moment
moment
moment
moment
Emotion Line
up down draw the line where your partner’s satisfaction rose and fell
Their Words
“quote”
“quote”
“quote”
“quote”
“quote”
“quote”

Draw it by hand on paper, build it in Figma, or use stickies on a wall. The medium doesn’t matter — the alignment across columns does. Mark your moments of truth with a star.

Home Week 2 · Pitfalls

Common Pitfalls

Too Abstract

“The user feels unwelcome” is a conclusion, not a moment. Replace with the specific scene: “She stood by the door unsure if she should seat herself or wait.” Moments are observable.

Company-Speak Stages

“Onboarding,” “Customer Acquisition,” “Engagement.” Those are org chart words. Your partner never said them. Name stages the way your partner would: “Figuring out where to go,” “Trying not to look confused.”

Skipping the Invisible Parts

Most students start the map when the user walks through the door. The best material is usually before that — the days of anticipation, the Google search, the conversation with a friend. Those are undesigned by default.

Your Feelings, Not Theirs

The emotion line belongs to your partner, not you. If you draw a dip at “the menu was confusing,” make sure they said so. Otherwise you’re redesigning your own frustrations with their product.

No Moments of Truth

If everything on the map has equal weight, you haven’t diagnosed anything yet. Force yourself to circle the 1–3 moments that most define whether the experience succeeds or fails. That’s where your redesign should live.

Making It Pretty Too Soon

A journey map is a diagnosis tool. Spend your time on accuracy and insight first, visual polish last. A scribbled map that reveals the right moment of truth beats a beautiful one that misses it.

Speedy Hacks

AI

If your partner is fine with it, use transcription options if you record the interview, plug it into your preferred AI tool and explore patterns in it.

Portfolio

Think about the project as a team making two projects. If that works for your duo you get double the portfolio content.

Home Week 2 · What’s Due

What’s Due

Before Wednesday

Interview partner + read theory + document

Wednesday

Theory + Studio + finish interviews

Due Monday before class

WIP doc + Gallery Slides + Reflection

X-Hour

Intro to 2D & 3D digital fabrication (keep letting us know what you’d like covered in these!)

Before Wednesday

Interview your partner (45 minutes each, if possible, before Wednesday). Ask permission to record; take detailed notes if not. Ask them to show you — in person, by video, or with photos — what they describe. Read the takeaways in these slides about the theory readings (Hargadon & Sutton, Gentner & Markman, Dahl & Moreau, or Pine & Gilmore). For each concept in the theory slide (slide 8 of this deck), update your collection (your list of 20) with 2–3 designed experiences that you think represent the reading takeaway ideas well.

Wednesday: Theory + Studio

Theory discussion (10 min): What makes an analogy deep vs. shallow? Why does distance between domains matter? When does a product become an experience? Bridging question: Can you identify which kind of analogy YOUR idea is — surface or structural? Near-field or far-field?

Studio (80 min): Finish interviewing each other if you haven’t yet. Design a more iconic beginning. Ask yourself: “What’s the PRINCIPLE I’m transferring, not the LOOK?”

Due Monday before class

Your WIP Doc — Week 2 section:

Photos of your interview notes / question design
Documentation of your partner’s product and its undesigned early experience
Your experience journey map (3+ stages, intended emotion at each)
Process work: sketches, storyboards, photos, or video of your service design
Principle transfer statement (“The principle I transferred from [case] is _____, applied as _____”)
Concept tags — mark which apply to your work this week:
Week 2: Structure Mapping · Far-Field Analogies · Technology Brokering · Experience Economy · Affordances · Anticipation as Design · Controlled Reveal · Sensory Arc · One Resonant Idea
Week 1: Service · Energy · Material · Interactive/Sensory · Natural · Artificial · Longevity

Week 2 Challenge Deliverables

Live presentation: Monday Week 3. Present your 4 Gallery Slides to the class (~3 min per person, ~6 min per team).

Gallery Slides — your name section (4 slides):

Slide 1: The Before — describe the undesigned or underdesigned experience you discovered in your interview. What does it look like now? What’s missing?
Slide 2: The After — your redesigned experience journey (3+ stages with intended emotion at each). Show what you changed and why.
Slide 3: Supporting artifacts (sketches, images, video, storyboard, or prototype — whatever you prefer) that help communicate the idea for the redesigned experience. Include your sensory choice beyond visual (named and justified — see Apple unboxing example from the Deliverables section).
Slide 4: Principle transfer statement — what concept(s) from this week’s theory or case studies you engaged with, and how you applied it in your design.

Home Week 2 · X-Hour Workshop

X-Hour Workshop

Introductory 2D and 3D digital fabrication topics.

Also a good time to finish interviewing each other if you haven’t yet.

Home Week 2 · Overview

Week 2

Theory

Gentner & Markman (1997) — deep vs. shallow analogy. Structural mapping transfers relational structure, not surface features.

Dahl & Moreau (2002) — far-field analogies produce more original ideas. Distance between domains matters.

Hargadon & Sutton (1997) — technology brokering. Innovation by recombining existing ideas across industries.

Pine & Gilmore — when does a product become an experience? The experience economy framework.

Case Studies

Disney — the experience starts before you arrive. Anticipation as design.

Apple Store & Unboxing — every surface is a controlled reveal. Emotional choreography.

DVF Wrap Dress — one resonant idea, no technology. An iconic opening built on conviction alone.

Design Challenge

"Iconic Beginnings"

Every design is an experience journey. Interview your dyad partner. Find a product they love whose early experience is undesigned. Map the full journey, then redesign the beginning — anticipation, discovery, first encounter.

Deliverables: experience journey map (3+ stages — primary deliverable), supporting artifacts (images, video, prototypes — presented live), sensory choice beyond visual, principle transfer statement, portfolio PDF.

Due: Monday by 12pm.