Experience Design
description
Transcript of Experience Design
Experience Design
Ebba Thora Hvannberg
Objective
• Ideas of experience • Skilja Nathan Shredroff’s líkan af upplifun• Skilja ‘hanna fyrir ánægju’• Geta beitt tækni til að skilja tilfinningaviðbrögð
fólks við vöru • Skilja hve fegurð er mikilvæg í hönnun• Understand design of service
Experience design
• Experience design is about recognizing that interactive products and services do not just exist in the world, they affect who we are
• “Experience is the irreducible totality of people acting, sensing, thinking, feeling and meaning-making including their perception and sensation of artifact in context” – Dewey
• It is everythin which make interactive experience memorable, pleasurable and fun.
• Interview with Bill Gaver on Ludic Design• Experience design has several names
– Ludic design, Hedonomics, Funology • In many way a contrast to usability • Reminds us that we should not factor out any quality
– rather look at things in a holistic manner
Nathan Shedroff – Experience design – Engagement
• Identity – sense of authenticity – are you a Mac or a Windows user?
• Adaptivity – is to do with change and personalization, with changing levels of difficulty, pace and movement. It is not about making things easy.
• Narrative – is to do with telling a good story • Immersion is the feeling of being wholly
involved with something
• Flow – from one state to another.
Designing for pleasure (Tiger, 1992)
• Physio-pleasure– touch or smell
• Socio-pleasure– Collaborating with other people
• Psycho-pleasure– Cognitive – or emotional pleasure
• Ideo-pleasure – Values and aspirations
Zimmerman – Tool
• People change roles according to the context• To be in control provides power• To belong, affiliation concerns how people develop
feelings for a product by ensuring that the product meets a real need for them
• Long term goals need supporting as well as short-term functions.
• Ability and bad habit is a construct concerned with enhancing people’s abilities and preventing them making mistakes or engaging in their bad habit.
• Ritual concerns how the product fits in with important ritual aspects of the person’s life
A smart photo frame, A sport bag connected to a calendar, A medicine diary, TV setup, reverse alarm, association of Zen Budda with society. Zimmerman (2009)
Zimmerman, 2009
Design of a service
• Chain of activities that are a part of a process and have some value.
• The key thing about service design is that there are multiple touch points where people encounter a service and the interactions with service happen over time.
• In service design designers are concerned with providing resources to enable people-to-provider interactions.
• Services are more intangible and flexible than products.
Lifestyle – Design by lifestyle
• Impossible to look at present systems or usage – we need to design a new service, a new experience
• Design according to lifestyle which is in the center – Domain – Environment– Interaction – Presence