Nathan Shedroff has a distinguished, long (in web years) design career behind him. Despite this, his current book does not contribute enough innovation or depth to make it a valuable addition to the designer's library,although it does succeed somewhat as a coffee table volume. Experience Design 1 is filled with the kind of angry-fruit-salad eye-candy that many twenty-something designers find irresistible, but which frequently presents obstacles to actual use. Shedroff imposes no overriding organization scheme that might help the reader navigate the contents, except for the three-dimensional taxonomy node map on the cover. The format lends itself to idle skimming, with seemingly disconnected topics, germane to the concept of designing experience, dominating each pair of facing pages.
According to the author, the book balances online experiences with so-called "real-world" experiences (although to me, some of the contrasts within these dichotomies are somewhat questionable -- for example, is a print magazine somehow more "real" than an online magazine? Is the Apple Desktop more "offline" than a web site when both are computer interfaces?) The text is mostly reverse printed over the book's arresting graphics, which are bleed-printed in full color on glossy stock. Poor binding, which obscures some of the printed text, flaws the overall presentation. Still, the collection of images and ideas may well be inspiring to a tired artist looking for new design approaches.
The book surfs lightly over the surfaces of experience design, never achieving genuine insight in any topic area. The point of view and voice of the book meanders as well: sometimes Shedroff conveys his perspective in an authentically personal voice, while at other times, he lectures the reader ex-cathedra. It's not clear whether the quick switches of positioning are intentionally postmodern or are simply the result of poor craftsmanship, but the end result is a bit bewildering for the reader.
Shedroff is at his best when he lets his images speak for him, especially those that evoke offline experiences -- such as dining in a restaurant, visiting the Louvre, or attending a Burmese tea party. The text with which he decorates his images, however, is derivative and somewhat awkward, with only a few insightful gems (mostly quotes) scattered throughout. Worst of all, lacking real structure or any attempt at a conclusion, the book fails to practice or integrate the messages that are manifested within it.
All in all, this book comes across as a throwback to Wired Magazine's glory days, when style dominated functionality and substance. This approach falls flat in today's frugal economic atmosphere. The visually inclined might find the book to be a source of inspiration, but those looking for a handle on designing experience (online or off) would be better served by reading Brenda Laurel's Computers as Theater or by spending the day exploring an actual theme park than by reading this book.