Title: Experiences vs. Possessions: You Are What You’ve Done, Not What You Own
Context: He who dies with the most toys may win, but he who has done the most is too happy to care who wins.
Synopsis: If you want people to remember you, don’t give them stuff, make them experience something. People crave experiences much more than objects even if they don’t realize it at the time. From a design perspective, this should tells us that the buttons and knobs and dials are much less important than the interactions they mask. Moving through a workflow should not be considered in terms of hopscotching from screen to screen, but should rather be a journey from desire to fulfillment where the interface acts as a tour guide, moving people towards their destination rather than a series of discrete steps that must be followed. Allow me to leave you today with this Zen koan: “Achieving the things you desire can only happen once you have experienced what they do not offer.” Your mind = blown.
Best Bit: “[People] felt that knowing what another person had experienced would give them more information and insight into who they really are than knowing what they bought.”
via theteamw.com
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