universal design Archives – Varsity Branding

Tag: universal design

Great design shapes how people feel, connect and experience the world around them. In this episode of Varsity’s Roundtable Talk, Derek sits down with Joe Lanzisero, a former Disney Imagineer who spent more than three decades creating immersive, story-driven experiences and now applies the principles of human-centered design to healthcare, business and everyday life.

In their conversation, Derek and Joe explore what Disney taught him about designing for emotion, how universal design can create better experiences for people of every age and how simple choices around lighting, sound and human interaction can reduce stress in healthcare environments. They also discuss the importance of curiosity and creativity as we age and why Joe believes maintaining a sense of wonder can help us stay engaged with the world.

Check out the full episode here

WHAT DID DISNEY TEACH YOU ABOUT HOW SPACES SHAPE EMOTION?

First and most importantly, it’s understanding the human condition. We hear, we smell, we see, we think. As we move through the world, different lighting, spaces, colors, sounds and smells affect us. When you’re designing for a broad group of people the way we did, you have to work at a higher level of basic human understanding. Then, based on the kind of experience you’re trying to create, you can drill down and be more focused.

WHY IS STORY SO IMPORTANT TO CREATING AN EMOTIONAL CONNECTION?

We were always story-driven. There was always a story behind what we were doing. Sometimes we used known characters and movies, where people already had an emotional connection. Other times, we created a backstory or subtext that the design team could use as a measuring stick. Whatever we did needed to have some emotional touchpoint, something people were familiar with. Even with fantasy characters, you wanted to believe they were engaged in some human experience that made you cry, made you feel.

HOW CAN UNIVERSAL DESIGN IMPROVE THE EXPERIENCE OF AGING?

There’s a principle called universal design that I talk about a lot. The philosophy is that when you think about designing for the oldest person and the youngest person, you’re going to create good design because you’re considering physical limitations, capabilities and how people interact with design. Now as I’m aging, I notice things like how easy a package is to open. A very young hand might have a hard time opening it, and a very old hand might too. How can I design that to make it easier?

HOW DOES BAD DESIGN CONTRIBUTE TO STRESS OR CONFUSION?

Bad design is when you haven’t done the hard work of understanding how your audience, your guest or your user is really going to engage with something, what they’re coming with and what you have to provide them with. You have to understand that everybody comes to an experience with a different level of expectation and understanding. You need to strip it down to the simplest core design elements and story elements. Once you’ve got that, you can start layering on top of it. If you don’t start from that core place, you’re going to end up with bad design.

HOW CAN DESIGN HELP REDUCE STRESS IN HEALTHCARE ENVIRONMENTS?

I’m a big advocate of lighting and the effect lighting has on people. There are places where task lighting is important, but that doesn’t mean you can’t create little pockets or moments of lighting that warm things up and lower the lighting level. The other thing is sound. Think about where you can mask noise or add music. Most medical experiences are stress-inducing on some level. Anything we can do with music and lighting to bring that stress level down can make a difference, and they’re very simple tools.

Read more about Joe’s views on experiential design in his book Magic Moments: How to Intentionally Engineer Transformative Experiences. Available on Amazon.

QUOTES

“Understanding the human condition, I think, is number one. We hear, we smell, we see, we think. And then, just as we move through the world, how different lighting, spaces, colors, sound and smells affect us.” (Joe)

“Walt had one foot in the past and one foot in the future. That foot in the past was always about understanding the human condition and understanding those things that never change, who we are as human beings and what connects us as human beings.” (Joe)

“One of the commonalities with all of them is that sense of community, that they all feel like they belong to something bigger than them.” (Joe)

“When you think about designing for the oldest person and the youngest person, you’re going to create good design because it’s going to be design that considers both physical limitations and capabilities and how people understand it and interact with design.” (Joe)

“I believe simple design is elegant design.” (Joe)

“For me, bad design is when you haven’t done the hard work of understanding how your audience, your guest, your user is really going to engage this, what they’re coming with, what you have to provide them with.” (Joe)

“I am a huge advocate of human-centered design. And that means getting more human touch points into the experience from the very start.” (Joe)

“I don’t want to lose, and I try not to lose, my sense of curiosity.” (Joe)

“I want to take the time to be able to dive a little deeper, to slow down, to notice the wonder again in the world. When we’re little children, the world is filled with wonder. And then as we become older and older and all the responsibilities and everything comes, the world becomes less wonderful.” (Joe)

“I never chose to be a creative. It wasn’t a choice, really. As far back as I can remember, I loved to draw and build things and dream and come up with stories, and it’s just a part of who I am.” (Joe)

“Take a walk in the woods. Go to the opera. Read a great book. The world is filled with so much wonder. Age shouldn’t play into your ability to tap into that.” (Joe)

“Trust the process. No man is an island. We always are working with somebody else on some level. Allow the process to flow. All of us is better than one of us.” (Joe)

NOTES

Joe Lanzisero is a former Disney Imagineer who spent more than three decades creating immersive, story-driven experiences for Disney parks, cruise ships, hotels and other destinations. His work centers on human-centered design, storytelling and creating environments that build meaningful emotional connections with people.

Today, Lanzisero applies the principles he developed at Disney to a broader range of industries and experiences, including healthcare. He also co-authored Magical Moments, a book exploring how human-centered design and storytelling principles can be used to intentionally create transformative experiences in business and everyday life.

Lanzisero was part of what Disney Imagineers called the “handoff generation,” learning from people who had worked directly with Walt Disney. His career included designing Mickey’s Toontown at Disneyland, helping develop Disney’s early cruise experiences and working internationally in Japan, China and Europe.

Great design begins with understanding the human condition and recognizing how lighting, color, sound, smell, space and other sensory elements influence how people feel and experience an environment.

Disney taught Lanzisero to use story as a foundation for design. Even when an experience wasn’t based on a familiar character or intellectual property, his teams developed a backstory that served as a shared creative framework and helped ensure every element supported the same emotional experience.

Universal design asks designers to consider people at both ends of the age spectrum. Designing something that works well for the youngest and oldest users often results in a simpler, more accessible and more elegant experience for everyone.

Bad design often results from assuming users have the same knowledge, expectations or understanding as the designer. Lanzisero believes designers need to understand what people bring to an experience, establish a simple and intuitive foundation, then layer in additional depth for those who want it.

Healthcare environments can reduce anxiety through relatively simple design choices. Adjusting lighting, managing the soundscape and thoughtfully using music can soften an environment while still meeting the functional and safety requirements of a medical setting.

Technology should support human-centered experiences rather than remove the human element from them. In healthcare especially, Lanzisero believes people want to feel heard, understood and cared for from the very beginning of their journey.

As he ages, Lanzisero wants to preserve his curiosity and rediscover the sense of wonder people naturally experience as children. Having more control over his time allows him to travel, learn, sketch and slow down enough to engage more deeply with the world around him.

Creativity has never felt like a career choice to Lanzisero. Drawing, building, dreaming and telling stories have always been part of who he is, and this stage of his life gives him the freedom to explore creativity with fewer deadlines and business constraints.

Lanzisero’s advice to his younger self would be to trust the process. Creative work is collaborative, and learning to ease off, listen to others and allow ideas to unfold can produce richer results than trying to control everything yourself.

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