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across time

Why
design
time?

A person’s attention, knowledge, expectation, and memory are different at every point in an experience. 

The Perceptual Arc

An earlier event creates the conditions for the next one.
It can prepare it, delay it, intensify it, interrupt it, or give it meaning afterwards.

Designing time means designing this change between moments.
The designer decides what must be understood first, what can be withheld, when a change should occur, how long a condition should remain, when a repeated element should return, and what should remain after the event.

A sound, image, movement, scent, material, or spatial condition can change its role during the experience.
It can lead at one moment, support at another, and disappear once its function has been understood.

Time therefore gives the design the developing structure and narrative orchestration. 

01
Expectation
The state a person is in before the work begins.
02
Threshold
The transition that marks entry and resets expectation.
03
Attention
Where focus is directed, and what it is withheld from.
04
Reveal
The first disclosure of what the work is.
05
Sequence
The order in which the states are encountered.
06
Density
Sustained load, where attention is held and worked.
07
Duration
The length of time a state is sustained.
08
Repetition
The return of an element, altered by what came between.
09
Peak
The moment of highest intensity, which carries most of the later recall.
10
Transition
The handover from the peak toward the exit.
11
Release
The point at which intensity is allowed to fall.
12
Memory
What remains once the setup is gone.

Where it applies

Film & TV

Narrative, editorial and broadcast motion. Titles, channel identity, on-air design.

Live & Event

Immersive and spatial experience. Stage, projection, exhibition, festival scale.

Info & Explainer

Knowledge, systems and visual understanding. Science communication and complex processes.

Brand & Commercial

Identity, campaign and motion branding, with behaviour as part of the mark.

The designer chooses which moment becomes the memory.

Retrospective judgement of an experience is predicted by the average of its most intense moment and its final moment. Duration barely enters the judgement. Kahneman and Fredrickson named these the peak–end rule and duration neglect.

Intensity is registered relative to the density and restraint that preceded it, and an ending reads as resolution only against the expectation the sequence has built. Both of the moments that carry the memory are therefore outcomes of the full arc, which is what makes the arc the object of design.

showreel 16:9: Vimeo embed, from design-in-motion.com
film & titles
broadcast identity
exhibition & immersive
live & event
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