Your Week 1 postcards and product visions 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.
Anonymous digital poll after each presentation block. One vote per category. Results announced end of class.
Name what's working and why. "I like how _____ because _____."
Name what could go further. "I wish _____ because _____."
Open a door. "I wonder what would happen if _____."
"I don't like it" or "It's good" — vague reactions don't help anyone improve.
Who really knew their data?
Who took a surprising approach?
Where can you SEE that someone cared?
The first moment someone encounters your design is itself a design problem.
Three companies that turned the opening — the onboarding, the unboxing, the arrival — into an art form. Each teaches a different structural principle you'll apply in your own work this week.
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.
Every surface is a controlled reveal
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.
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?
Sketch a label redesign that makes this water feel like it costs $12/bottle.
Same water. Same bottle. Just the label.
Go.
45 minutes total — split across Monday class + X-hour
You are redesigning their broken experience, not your own. The interview is how you find the right problem.
How does someone find, anticipate, or approach it?
What's the sequence of discovery and interaction?
What do they feel when it's over? What do they remember?
[ Groups will be assigned in class. Each student reads one. ]
Foam core walls, paper furniture, found objects for texture. Go.
Build your prototype.
Deliverables due end of class or evening.