Everything that we do on a daily basis results in an experience. Some of those experiences are bad, others are good. Some of those experiences are the result of our decisions or planning, and sometimes they are forced upon us. In fact, from the time we wake in the morning to the time we go to bed at night we have experienced hundreds of stimuli. These effect our moods, language, attitude, and believe it or not—our health. If we apply this concept to products we seek out and purchase in the mass-market on a regular basis, it should become evidently clear that more often than naught we find the experience lacking. What causes this to occur?
Many times as designers, we assume the product is wrapped around our own desires or we place ourselves as the “Persona” to which design decisions will gravitate. Nothing could be further from the truth. While we may fit into the category of the “Audience”, we must first take ourselves out of the equation—completely. Digital media products must be tailor-made to fit a customer. As the designer, we must stand on the opposite side of the aisle of options as a unique observer in the selection and utilization process. We are also obliged to first respond to the needs, desires, and thoughts of our audiences, and then design around them.
Good experiences are planned and well thought out. Everything we do, weather it be reading a book, watching the television, going to the local GAP store, or enjoying a fine lunch at a local eatery; all requires that we enjoy our experience. If we don’t, well, we won’t go back—right? Why then is a podcast treated any different? I’ve prepared a sample section from the “The Podcast Engineer’s Guide to Podcast Experiences” to explain how an experience can be properly developed to attract and enhance the subscription environment. You may be surprised at the example used to make my point. I know that NME 2008 attendees in our hands-on training were. [see attachment below]
Finally, A podcast is definitely a bona fide product in the digital media market. Furthermore, it most certainly has an audience that has needs and specific desires that must be accounted for when developing the product. Moreover, the audience has a choice in what and when they decide to listen making it all the more difficult to plan and execute a winning strategy. However, if we’re paying attention to our development efforts, a good product will make our customer come back for more every time. Thus, our goal must be to produce a product that is an experience worthy of repeating.
For the community:
What specific aspects of podcast “experiences” are lacking? Which are attractive?
What aspects are in our control? Which are not?
What role does metadata, i.e., title, description, summary, etc., play in the podcast experience?
As a designer of an “experience” what do you feel you most lack in your quest to create a unique product?
I’d love to hear your comments on this topic and your thoughts on this unique approach to media development. Please post questions, comments, your own experiences, and even rebuttals as it helps us to better attack the problem of achieving the “average.” As a community we need, in fact we must, create a working partnership in educating one another about unique develop strategies. At least this is the hope of Podcast Tune-Up.
Note:Content taken from “The Podgineer’s Technical Manual to Podcast Experiences”. This guide will be available at a later date as an integrated piece in a forthcoming title. -

