Ambience is intimately related to the practice of experience design, but is also incredibly difficult to define. Athena Diaconis, our Director of Strategy, has deconstructed its component parts in order to identify the design levers we can use to improve spatial experiences.
For the past three years at HUSH I’ve been working with our brilliant team to create experiences in the world that move people - make them think more deeply, feel something new, act in new ways. We recently took that work and expanded its reach - working at the scale of an airport to determine how to improve the passenger experience through ambience. When faced with solving a rather ambiguous layer of experience design, we started by breaking it down into pieces. Here’s some of what we learned including a framework we created to activate ambience as a powerful and effective tool when designing experiences.