How is Design changing in 2016 and where will it go next?
The traditional office environment, tools, processes, and technology have changed rapidly in recent years, and so has the design world. Design has become about the experience – the “why” instead of the “how.”
Engaging the Individual User
Most recently in 2016, augmented reality, 360 experiences (photo and video), and live streaming are perfect examples of where design is heading and it all ties back to user experience. There is no longer an interest in having design that’s only visually appealing and delivers a message, but instead, design that understands why we do things, solves a problem, satisfies an emotion, and makes a connection that allows the audience to react and interact – a more human connection.
This is why GIFs and videos are more prominent in digital designs. Not only do they make design more interactive and instant, but they are conducive to that human connection. Live videos allow an audience to interact with the messenger and other members of the audience, and GIFs depict actions and emotions rather than just a message.
User experience goes beyond design itself. Office environments are now more appealing to its users, the employees, by providing options to work remotely, customize schedules, or different office settings that aim to increase productivity. Design resources and tools have expanded from the traditional Photoshop and Illustrator, to Sketch, Draft or Boards, because there was a need to simplify tools, find more compatibility, and maybe lower costs.
Capitalizing on Frequent Interaction
Interaction and instant communication is key in great user experience. Even in our design environment collaboration tools have sped up the design process tremendously, as we no longer have to wait for feedback to come down the pipeline, instead, we receive feedback instantly and are able to take action, which makes our process more effective.
Ever-changing technology is the biggest influencer of design. Not only on what we design, but how we design it, for whom we design, and why we design. Virtual reality headsets are a perfect example – they don’t give you something to look at – they give you an experience.
This is where design is headed. It’s drifting to be more interactive, immediate, and accessible. It’s drifting to give users an experience that will evoke emotions and action. It’s drifting to make that human connection available to anyone, anytime, and everywhere.