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Designing With Experiential Modes (Part 2)

March 5, 2024

Read part 1 of this post here.

Ways to Minimize the Cost of Switching Modes

Set (some) expectations. You can let your participants know ahead of time that there will be a few modes. (Obviously, you don’t have to call them modes. And probably shouldn’t.) If they don’t know what sorts of modes to expect of your experience, it can be good to let them know what they will be invited to do. You don’t have to give it all away. There are many ways to creatively set modal expectations without giving spoilers.

For example, you could tell them that the exploring will lead them to a short film. Or the short film will tell them that they will be sent off exploring. That’s a much gentler transition than showing a short film and then opening a door and saying “go explore”. 

You could have a puzzle where you know you are trying to unlock goofy costumes that you will playact in a room of absurdity. Or if you can be told that if you successfully playact for 10 minutes it will open the door to the ultimate puzzle room. 

Of course, in some cases you’ll want to have a surprising transition of modes. What’s important here is that you consider the expectations and transitions in your design, instead of considering the activities as being standalone.

What if your experience is not a sequential path but a more open “choose your own adventure” experience that consists of “stations” where participants can select at random (or not at all)?  Try to give them some indication of what mode the station is.  If one station is a bunch of VR headsets and no indication of what it is, give them some hints. “Learn” “Solve” “Relax” are just a few words that you could use in the name or description of your station that could set the expectation of mode.  

Ending an Experiential Mode

Consider what “ending” of the mode means. It might not mean the same in your participant’s mind as yours.  Even if you tell them they will only have 30 seconds in the super fun ball pit before they go watch a movie, they are not going to feel like the ball pit is done if it takes 30 seconds to start really enjoying it. You’ll want to find out what length works for them to feel “done”. 

Same with the short film. Make sure it ends when most people will have wanted it to end. 

Make the ending of each activity clear so the participants can feel the activity is “complete” and they will be more open, curious, and anticipating the next activity. No one likes the feeling of “Huh, I guess we’re done? Is that it? I wonder if there’s more here I’m missing…”

If your activities are standalone you might also consider inserting short breaks between activities to cleanse your participants’ experiential palette.. This could be a literal break or waiting area or something that is more passive. The activities in the Eureka Room are all very different so I have insert short visuals that last about 2 minutes each in order for participants to mentally/emotionally/energetically reset and/or talk amongst themselves (connect) about how the experience is going.

You can’t please everyone, but you can optimize the number of satisfied participants by making thoughtful and intentional choices about how each activity ends and transitions in the mind of the participant.

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