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Michael Gough interviews on the future of digital experiences: part three

This interview with Adobe's VP of Experience Design Michael Gough continues from part two.

Michael Gough – Adobe's VP of Experience Design
Michael Gough – Adobe's VP of Experience Design
Courtesy of Betsy Flory
Projects Mighty and Napoleon
Courtesy of Betsy Flory

Leading the way for future innovation, Gough and his experience design team at Adobe are revolutionizing the creative process, re-imagining how creative professionals design.

Gough discusses how the continued development of new intuitive digital drawing instruments will be essential to the evolution of creative professionals' experience:

L.C. How are creative professionals changing the way in which they work and how will the new digital drawing tools become integral to this workflow?

M.G. Projects Mighty, Napoleon and the apps that they work with are just a first step towards an overall vision for the way we think creative professionals will work in the future. Ideally our next generation of tools will be more intuitive, more expressive and still more powerful (we usually focus on the later).

We are at an exciting inflection point in the design of user experiences driven by some disruptive changes in hardware, including mobility, touch, new form factor devices and now analog inputs. Although there has been significant exploratory work in all these areas, it appears that it is all going mainstream and it is opening up new interaction paradigms. We might just break free from the tyranny of the mouse and keyboard.

If you think about the way a musician plays an instrument, they leverage tactile and spatial information that they just sense with their hands. When they have to look and spend time processing what they are looking at, they might still be playing something, but you probably wouldn't call it music. We sometimes call the resulting experience "flow." It’s that highly desirable state where the ideas just freely flow and, as a result, great design happens.

We want to imagine a time when the designer or artist's digital experiences are much more like instruments and a lot less like tools. They can, as a result, just focus on being creative.