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Experience Design

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Title: Experience Design


1
Experience Design
  • Dhaval Vyas
  • dvyas_at_few.vu.nl
  • Room T-304

2
Todays Schedule (24th Jan)
  • Session 1 (10 am to 1 pm)
  • What is Experience Design? Why is it so
    important?
  • Different Approaches to Experience Design
  • Cultural Probes (Gaver Dunne)
  • Four Pleasure (Pat Jordan)
  • Technology as Experience (McCarthy Wright)
  • Persona as an Approach to Experience Design
  • Student Exercise
  • Session 2 (2 pm to 430 pm)
  • Normans 3-layered model on Emotion
  • APEC Framework
  • Design Exercise
  • In groups
  • Student Presentations

7th Feb at 1500 - Presentation of todays work
3
Introduction Experience Design
  • Scenario
  • A father comes home from work. As he rushes into
    the hall, he keys in the password to disable his
    house alarm. His daughter comes in behind him. He
    needs to get the dinner prepared so he switches
    on the computer in the study for his daughter and
    sets up her favourite game for her. Once she is
    settled in, he goes to the kitchen, prepares the
    food, and places it in the oven. He listens to
    his phone messages while doing this. Eventually
    he sets the temperature and timer and leaves the
    food to cook. As he passes down the hallway to
    the sitting room he pops his head into the study.
    His daughter asks him to play with her. Back in
    two minutes love. In the sitting room, he
    programmes the TV to record a drama that he and
    his wife want to watch later. Now he is heading
    for the study to play his daughters computer
    game with her.

- McCarthy Wright
4
We live with the technology

iTV
3G Mobile Phones
Auto Mobile
iPod
Cooking Arrangement
Smart Fridge
SMS
5
User-Interface Design goes beyond Desktop
Computing
  • - Ubiquitous Computing
  • Pervasive Systems
  • Tangible Interfaces
  • Ambient Intelligence
  • Context-aware Systems
  • Increasing influence of these technologies on our
    day-to-day lives has fuelled a shift to
    Experience Design

6
A shift in HCI community
  • HCI Textbooks focusing on User- Experience
  • Leonardos Laptop Ben Shneiderman (2002)
  • The Invisible Computer (1999)
  • Emotional Design Don Norman (2004)
  • Deconstructing Experience Pulling Crackers
    Apart - Alan Dix (2003)
  • Funology From Usability to Enjoyment Mark
    Blythe, Kees Overbeeke, Andrew Monk, Peter Wright
    (2003)
  • Technology as Experience John McCarthy, Peter
    Wright (2004)

7
What is Experience Design?
  • User experience is about creating design focused
    on people's personal growth, so they can live in
    harmony with each other and with their natural
    and artificial environment.
  • - By Stefano Marzano, CEO of Philips Design
  • User experience goals differ from the more
    objective usability goals in that they are
    concerned with how users experience an
    interactive product from their perspective rather
    that assessing how useful or productive a system
    is from its own perspective
  • - Interaction Design (Preece, Rogers, Sharp,
    2002)
  • User Experience Design fully encompasses
    traditional Human-Computer Interaction (HCI)
    design and extends it by addressing all aspects
    of a product or service as perceived by users.
    HCI design addresses the interaction between a
    human and a computer. In addition, User
    Experience Design addresses the user's initial
    awareness, discovery, ordering, fulfilment,
    installation, service, support, upgrades, and
    end-of-life activities.
  • - IBM website

8
Usability to User-Experience
  • Usability Goals
  • Consistency
  • User-control
  • Flexibility
  • Error-prevention
  • Help
  • etc...
  • User-Experience Goals
  • Enjoyment
  • Fun
  • Pleasure
  • Values
  • Emotions
  • etc

Objective goals to Subjective Goals
9
Why is Experience Important?
  • Todays computing technologies are now part of
    our day-to-day activities. They support diversity
    of roles such as entertainer (iTV, online Games),
    teacher (e-learning), sales-person (e-commerce),
    etc.
  • Interacting with these technologies is as much
    about fun, pleasure, entertainment, personal
    identity, etc. as it is about goals, tasks and
    work.
  • Advancement in technology Complex devices
  • Competitive Market most products with similar
    price, technology, quality, etc.
  • While interacting with a system users use three
    capabilities cognitive, perceptual-motor and
    emotional. And previously the designers have been
    focusing on functional an instrumental product
    qualities, exploiting mostly the cognitive skills

10
Characteristics of Experience
  • Experience is subjective, holistic temporal
    phenomenon
  • Users actively construct an experience in
    real-time and real-space, using meaning-making
    skills.
  • Environment plays an important part
  • Four Conditions of Experience
  • an experience is a result of the interaction
    between a live creature and the experienced
    object
  • an experience has a beginning and an end
  • an experience has a unity that gives it a name
  • in an experience a user does something to the
    object and in consequence he undergoes
    something
  • - John Deweys Art as Experience

11
References
  • Books
  • Technology as Experience. 2004. By McCarthy, J.,
    Wright, P. MIT Press.
  • Funology From Usability to Enjoyment. 2003.
    Blythe, M. (Ed.) Kluwer Publications.
  • Emotional Design. 2004. Norman, D. Basic Books.
  • Papers
  • Experience Prototyping. DIS-2000
  • The Building Blocks of Experience. DIS-2000
  • Understanding Experience in Interactive Systems.
    DIS-2004.
  • And many more

12
Thank You !
  • Further questions and queries are welcome.
  • Dhaval Vyas
  • Room T-304, Informatica Section
  • dvyas_at_few.vu.nl
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