A Design Journey /// Naba 2014

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A Design Journey with Leandro Agrò | Gmail, Twitter, Skype: leeander

Transcript of A Design Journey /// Naba 2014

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A Design Journeywith Leandro Agrò | Gmail, Twitter, Skype: leeander

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LEANDRO AGRO’

Main

WE LOVE THINGS! Things are our toys and we dismantle, hack, reload, connect, enhance everything (IoT&Service Lab)

I am an awarded IxD/UX Director, patents contributor, with 15+ years of design and team leadership.

Digital Design Director

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Digital Design Director

Main

DGI

43 PEOPLE

16 COUNTRIES

80% ABROAD REVENUES

45 YEARS

50+ AWARDS

2 COMPASSI D’ORO

MILAN&

NYC&

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START

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NOT a ProfessorI am…

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TimeHumanity

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Digital Design Director

Frontiers Conferences / co-Founder

TOK.TV / VP Product

JOINPAD / President

SRLABS / Partner

WideTAG / co-Founder

Kallideas / R&D LAB Director

RAZORFISH Healthware / UX Principal

Main

Side

Past WebEgg / UX Director

AltoProfilo / co-Founder

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Digital Design Director

Frontiers Conferences / co-Founder

TOK.TV / VP Product

JOINPAD / President

SRLABS / Partner

WideTAG / co-Founder

Kallideas / R&D LAB Director

RAZORFISH Healthware / UX Principal

Main

Side

Past WebEgg / UX Director

AltoProfilo / co-Founder

Inspirational EventsSecond ScreenAR/VREye-Tracking

iHealthInternet of ThingsVirtual AssistantsSW as DesignThe UX company

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Digital Design Director

Frontiers Conferences / co-Founder

TOK.TV / VP Product

JOINPAD / President

SRLABS / Partner

WideTAG / co-Founder

Kallideas / R&D LAB Director

RAZORFISH Healthware / UX Principal

Main

Side

Past WebEgg / UX Director

AltoProfilo / co-Founder

A 25y long trip into the near future

Inspirational Events

Second Screen

AR/VR

Eye-Tracking

iHealth

Internet of Things

Virtual AssistantsSW as Design

The UX company

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Digital Design Director

Frontiers Conferences / co-Founder

TOK.TV / VP Product

JOINPAD / President

SRLABS / Partner

WideTAG / co-Founder

Kallideas / R&D LAB Director

RAZORFISH Healthware / UX Principal

Main

Side

Past WebEgg / UX Director

AltoProfilo / co-Founder

Inspirational Events

Second Screen

AR/VR

Eye-Tracking

iHealth

Internet of Things

Virtual AssistantsSW as Design

The UX company

Everything you can imagine, is real

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Which stories I should share today?

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Eye-Tracking

Internet of Things

Virtual Assistants

Which stories I should share today?

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1/3

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Doug Engelbart

Douglas Carl Engelbart (January 30, 1925 – July 2, 2013) was an American engineer and inventor, and an early computer and Internet pioneer. He is best known for his work on the challenges of human–computer interaction, particularly while at his Augmentation Research Center Lab in SRI International, resulting in the invention of the computer mouse, and the development of hypertext, networked computers, and precursors to graphical user interfaces. These were demonstrated at The Mother of All Demos in 1968. Engelbart's Law, the observation that the intrinsic rate of human performance is exponential, is named after him. (Wikipedia)

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Eye-Tracking

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How it works?

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The Golden Triangle Discovery

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3min video

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From XY pointer to the Xerox ParcWhat else?

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Prototyping a new generation of medical devices

http://www.youtube.com/watch?v=JtvpUQykqWA

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2/3

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Neal Stephenson

Snow Crash was published way back in ancient 1992 and laid out many of the attributes of today's online life, including the Metaverse, a virtual place where people meet, do business and play, presenting themselves as avatars. If you've ever played wildly popular multiplayer online games like World of Warcraft, or visited the virtual communities of Second Life, you can get a chill thinking about what he saw back before the popularization of the World Wide Web." (io9)

Isaac Asimov / Philip K. Dick

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Virtual is not an opposite to REAL

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Leandro Agrò | Gmail, Twitter, Skype: leeander

2. Virtual Assistants & Second Life

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Virtual is RealFRONTIERSCONFERENCES

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OLD times

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…costruirsi un mondo prims per prims

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Che senso hanno le strade in un luogo dove tutti possono volare? Ed un ponte? Servono ad andare da un sito all’altro, passeggiando. Il carattere di luogo consente a questa internet parallela di trasmettere ai propri utenti delle esperienze molto diverse dal web. Pensate ai tradizionali (!) siti web. Per passare da un sito all’altro si attraversa un confine. Un momento di bianco.

SL è tutto questo, con in più la possibilità andare da un “sito” all’altro passeggiando! E se è vero che il “viaggio” non è la destinazione, ma quello che c’è in mezzo… allora si comincia a comprendere l’enorme potenziale di SL.

The journey, not the destination

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FRONTIERSCONFERENCES

Friendship

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“Ho visto caschi che pesavano quattro chili con risoluzione 200×200 e madri disperate che portavano figli malati al Santuario della Realtà Virtuale dopo aver visto Il Tagliaerbe”

John Maeda

Learnings

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Simulation to support people REAL LEARNING

http://www.secondlearning.it/progetto-itbridge-

esperienze-di-italiano-l2-in-second-life/

Events

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Decoder Island | Award

Art & Awards

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Leandro Agrò | Gmail, Twitter, Skype: leeander

Small world might be comfortable places

Islands are extended interfaces

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https://vimeo.com/14294054

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Where is the link between intelligence and simulation?

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Unreal CRM

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Make it emphatic

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VA @work

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2006

(before phones were smart)

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Embodiment… where pixel and atoms crashes

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Leandro Agrò | Gmail, Twitter, Skype: leeander

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Leandro Agrò | Gmail, Twitter, Skype: leeander

This is Claudia -and- she is Real

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Leandro Agrò | Gmail, Twitter, Skype: leeander

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“Research is the transformation of money into knowledge. Innovation is the transformation of knowledge into money.” Geoffrey Nicholson, 3M

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http://www.foreveridentity.com

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3/3

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Kevin Kelly

Kevin Kelly (born August 14, 1952) is the founding executive editor of Wired magazine, and a former editor/publisher of the Whole Earth Review. “This provocative book introduces a brand-new view of technology. It suggests that technology as a whole is not just a jumble of wires and metal but a living, evolving organism that has its own unconscious needs and tendencies.”

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Internet of Things

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This is an evolutionary moment for the Internet!

In fact…

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Even if the Internet appears ubiquitous, still the number of connected objects or devices is vastly inferior to those which are not connected.The coming revolution will raise from the necessity of substituting everyday objects with connected ones, making these more intelligent and aware.

This is the

Internet of Things

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HUMANSOBJECTS

2003 2010 2015 2020

IN 2008 THE NUMBER OF CONNECTED OBJECTS HAS EXCEEDED THAT OF HUMANS

In Q1/12 there were more iPhone sold on planet Earth than babies born.

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100 'things' are coming online every second.50 Billion connected objects await us on the threshold of 2020, and many of these will necessarily be "autonomous"

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Cisco: Inspirational Video

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Smart objects are natural born story tellers

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Crazy Years

http://vimeo.com/9016774

http://vimeo.com/7112182

http://www.youtube.com/watch?v=lDy10OtjNt8

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http://vimeo.com/9016774

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Social norms has a strong influence on

personal behavior and happiness.

Global change is only possible when people are

involved.

http://www.youtube.com/watch?v=ofm7ZqnB-eg

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Design it is not -anymore- about shape. Design is about behavior

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Behaviors (not just style)

iPod+iTunes

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Design Laws for “Makers”Even asocial objects, dream of Clouds

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Every object must know STORIESthe History of its past (how it is made, where it was produced, how it is used) and its future (as it is disassembled, valued in its parts, recycled, disposed of).

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Every object must be SENTIENTEvery object should know something about the world around it through sensors, or at least know when and where it is used.

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Every object must be able to communicate and share its status across social networks used by humans, "participating" in their social relationships.

Every object must be SOCIAL

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Every Tool, service, business that jump in the digital technology, start to follow Moore’s Law: Acceleration change everything.

http://www.youtube.com/watch?v=E9wFXHYJgdo Peter Diamandis

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Retail Store

Online store

Professional KOL

Product stories

Specs

Advertising

Social Sphere

Fan Group

Package

Sales Tools

B2C Help

B2B support Bakery

Baker

spoon

Recipe

Grocery (ingredients)

Package Advertising

Fan Group

Social Sphere

Touchpoints multiplication

NON DIGITAL vs DIGITAL GOOD

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Technology

Consumerization

Emerging Experience

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N E S T ?

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Observing NEST from a UX perspective

What really change with NEST? Why is perceived so well?

Customers are not buying an home automation system:

they are just buying another iPod.

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Reinvent thermostats: an investor point of view…

Yes, we see the problem but is a crowded ugly niche, and doesn’t scale as a billion dollar business

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Reinvent thermostats: an investor point of view…

“Ok, just think about it like another iPod”

This is a system in the user mind. Like iPod/iTunes.

This is a system in the user mind. Like something that only a technician might handle and that any user will never never never understand.

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Reinvent thermostats: an investor point of view…

“This object is a desirable and easy like an iPod, but always connected over the internet. We will be the first to take a permanent place inside home, and we will grow through data and services”.

No hidden parts or buttons

Clear STATUS

Predictive Behavior

No programming needed

Human presence awareness

Multiple touchpoints

Touch based UI: EASY and MODERN

Trustable Aesthetic

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Reinvent thermostats: an investor point of view…

No hidden parts or buttons

Clear STATUS

Predictive Behavior

No programming needed

Human presence awareness

Multiple touchpoints

Touch based UI

Trustable Aesthetic

Autonomous thinking

Cloud / Service layer

UI quick aging*

Data

Business Logic

Interface

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Reinvent thermostats: an investor point of view…

No hidden parts or buttons

Clear STATUS

Predictive Behavior

No programming needed

Human presence awareness

Multiple touchpoints

Touch based UI

Trustable Aesthetic

Autonomous thinking

Cloud / Service layer

UI quick aging*

Data

Business Logic

Interface

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Reinvent thermostats: an investor point of view…

No hidden parts or buttons

Clear STATUS

Predictive Behavior

No programming needed

Human presence awareness

Multiple touchpoints

Touch based UI

Trustable Aesthetic

Autonomous thinking

Cloud / Service layer

UI quick aging*

Data

Business Logic

Interface

“NEST solve a real and well perceived problem, while is desirable like an iPod, so people will buy it independently from usual home automation channels.”

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A brand new aesthetic of TRUST

Internet is NOT an extension of “your” home automation device/system. Internet is about PEOPLE and TRUST. The main goal is to shift home automation tools from isolated-passive machines to a network of proactive, collaborative, sharable equipment.

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•  Get users data in order to:

•  Save end user’s money •  Facilitate peak handling for energy companies •  Providing valuable user’s data to third parties

Nest business Model

•  Sell hardware •  Value added services (NA)

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Bruce Sterling

Writer, Futurist, Michael Bruce Sterling (born April 14, 1954) is an American science fiction author who is best known for his novels and his work on the Mirrorshades anthology. Sterling, along with William Gibson, Rudy Rucker, John Shirley, Lewis Shiner, and Pat Cadigan, is one of the founders of the cyberpunk movement in science fiction. Nickname "Chairman Bruce.” Spime is a neologism for a futuristic object, characteristic to the Internet of Things,[1] that can be tracked through space and time throughout its lifetime.[2] They are essentially virtual master objects that can, at various times, have physical incarnations of itself.[1][3] An object can be considered a spime when all of its essential information is stored in the cloud.[4] Bruce Sterling sees spimes as coming through the convergence of six emerging technologies, related to both the manufacturing process for consumer goods, and through identification and location technologies.

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Near Future according… Me :)

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Less Objects than Humans

Past

Present

Future

Much more Objects than

Humans

“Objects” indistinguible

than Humans.

Most of the Objects are isolated / Stand Alone

Most of the Objects stay very close to Humans / Proximity

Most of the Objects lives with humans

Wearable Ambient

ATOMS ONLY

PASSIVE

REACTIVE

PRO-ACTIVE

ATOMS ONLY

HUMANS OBJECTS

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Less Objects than Humans

Past

Present

Future

Much more Objects than

Humans

“Objects” indistinguible

than Humans.

This room represent the initial space between mere TOOLS and HUMANS. At the very beginning, tools were few, weak, isolated, not representative, casual, while humans -since the early stage of the existents- were social.

Most of the Objects are isolated / Stand Alone

Most of the Objects stay very close to Humans / Proximity

Most of the Objects lives with humans

Wearable Ambient

CO-EVOLUTION

IN LIFE ITERATION AND INFLUENCE

GENERATIONAL LEARNING ATOMS ONLY

PASSIVE

REACTIVE

PRO-ACTIVE

Consumer Age

TBD Age

Industrial Age and before

ATOMS ONLY

HUMANS OBJECTS

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Less Objects than Humans

Past

Present

Future

Much more Objects than

Humans

“Objects” indistinguible

than Humans.

This room represent the initial space between mere TOOLS and HUMANS. At the very beginning, tools were few, weak, isolated, not representative, casual, while humans -since the early stage of the existents- were social.

Most of the Objects are isolated / Stand Alone

Most of the Objects stay very close to Humans / Proximity

Most of the Objects lives with humans

Wearable Ambient

CO-EVOLUTION

IN LIFE ITERATION AND INFLUENCE

GENERATIONAL LEARNING

TENS OF BILLIONS

ATOMS ONLY

BILLIONS

TimeSpeed of digitalization Sharing / Speed of “Trust” Autonomous Awareness Population

PASSIVE

REACTIVE

PRO-ACTIVE

NOW

Consumer Age

TBD Age

Industrial Age and before

ATOMS ONLY

HUMANS OBJECTS

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Less Objects than Humans

Past

Present

Future

Much more Objects than

Humans

“Objects” indistinguible

than Humans.

This room represent the initial space between mere TOOLS and HUMANS. At the very beginning, tools were few, weak, isolated, not representative, casual, while humans -since the early stage of the existents- were social.

Most of the Objects are isolated / Stand Alone

Most of the Objects stay very close to Humans / Proximity

Most of the Objects lives with humans

Wearable Ambient

CO-EVOLUTION

IN LIFE ITERATION AND INFLUENCE

GENERATIONAL LEARNING

MOSTLY BITES

TENS OF BILLIONS

ATOMS ONLY

BILLIONS

TimeSpeed of digitalization Sharing / Speed of “Trust” Autonomous Awareness Population

PASSIVE

REACTIVE

PRO-ACTIVE

NOW

Consumer Age

TBD Age

Industrial Age and before

Deep hybridization between humans and technologies https://www.youtube.com/watch?v=3PMlDidyG_I

ATOMS ONLY

HUMANS OBJECTS

Neo-Animism

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Simulation in VR is often showed as a first person view of the world.

TODAY this is true also outside the pure digital

environment.

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Oculus: welcome (back) to Virtual Reality

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The Machine to be anotherTRADING BODIES, SEXES WITH OCULUS RIFThttp://animalnewyork.com/2014/trading-bodies-sexes-oculus-rift/

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The world as ultimate algorithms (Terraforming)

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The world as ultimate algorithms Kevin Slavin (TED)

Will WrightThe Hitchhiker's Guide to the Galaxy / Douglas Adams

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The single, most relevant, durable, challenge that I found…

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It’s all about TIME

Stewart BrandStewart Brand (born December 14, 1938) is an American writer, best known as editor of the Whole Earth Catalog. He founded a number of organizations, including The WELL, the Global Business Network, and the Long Now Foundation.

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Recap…Take care of time as a tool and an issue

Remember than before than any USABILITY / UX / ETC, the first barrier to climb is CULTURAL and SOCIAL ACCEPTABILITY.

Design it is not about MAKING NEW JUNK that stay cool for a season. In this age, Design is about helping people, companies, communities to create meaningful objects, systems, services, solutions that take care of all us, as humanity. In this sense, be aware about the need to create emotionally durable smart objects.

Humans STAYS. The fast forward innovation is the one that design SMART objects that STAYS aka evolves.

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Gmail, Skype, Twitter, Flickr: @leeander

Thank you!Design isn't just about shapes or pixels anymore. Design is the process that shapes product behaviors, communities, companies and -in the end- builds new worlds”

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https://www.youtube.com/watch?v=fEsbA8EBbos