User Experience & Design

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description

The wicked problem of experience . Impossible to extricate person from experience. Experience is unique to the individual and on each occasion . Approach to felt experience

Transcript of User Experience & Design

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Content• Why study Experience?• Approaches to ‘User-Experience’

– HCI and others– Product-centred – User-centred– Interaction-centred

• The wicked problem of ‘Experience’ • McCarthy & Wright: Technology as

Experience• Looking ahead

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Why is ‘experience’ important?• The Experience Economy (Pine & Gilmore, 1998)

• “Users as consumers” (Kuutti, 2001)“When people started to use the phone as a means for self-expression, a new concept of the user was needed – a user who besides rationality and reason has also emotions and needs for pleasure and self-expression.”– 1970s: User as a cog in a rational machine – the influence from

organization theory– 1980s: User as a source of error – the influence from human

factors and psychology– 1990s: Users as partners in social interaction - the influence

from anthropology and microsociology

• “Designing for the full range of human experience may well be the theme for the next generation of discourse about software design” (Winograd, 1996)

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HCITHEORETICAL/CONCEPTUAL• Frameworks analyse UXP

– Pragmatist Philosophy, Literary theory, film, Psychology– Pragmatist aesthetics– Somatic marker hypothesis + somaesthetics – Co-experience

• Psych modelling - goals and actions • Action-Motivation-Context guidelines for design• Krasek’s model of demand-control-support model

METHODS & TECHNIQUESdesign guidelines criteria for assessing the XP visual appeal using aestheticsfantasy games to generate emotional ideasCue from augmented reality – tangibilityRich interactions Measuring preference, facial muscles, transcendence

DESIGN CASES‘Resonance’ - observing people’s interactions. Loop iterations.Horror to enhance fun (via Augmented reality)Tool enabling a network of people to share stories about daily experiences

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othersINDUSTRIAL DESIGNTheoretical/conceptual• "concentrate on appearances"• framework to analyse person-product interaction • categorising, operational, inventive, aesthetic and social use: how people interact with

products• product semioticsMethods and Techniques• Learning from augmented reality guide to designing for rich interactions• “fun of use’ attractive interactions, customisation, personalisation

MULTIMEDIAUsing digital media to represent inner experiences

BUSINESSMethods and Techniquestools to learn people's XP with products and expectationsengaging storytelling

GAMES design case studiesExtending traditional usability testing on computer games (check users against designers)LRP experience to inform design (games)

PERVASIVE COMPUTINGcafe based digital design

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Product-centred approach

Assist designer and non-designers to create products that evoke compelling experiences

Describe kinds of experiences and issues to be considered in design and evaluation

Usually lists of topics or criteria used as a checklist

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User-centred approach

For designers and developers to understand users

Integrate knowledge from other disciplines to understand people’s actions and aspects of experience that people find relevant when interacting with a product

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Interaction-centred approach

Explore the role that products serve in bridging the gap between designer and user.

A more integrated and holistic approach

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The wicked problem of experience

Impossible to extricate person from experience

Experience is unique to the individual and on each occasion

Experience is potentially arbitrary

Experience is owned across many disciplines

Experience is multi-dimensional

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The wicked problem of experience

Experience transforms

Designing for experience is a wicked problem

Experience is dynamic

Experience is never neutral

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Approach to felt experience“…some social-theoretical approaches used to reflect on

relationships between people and technology, put social processes at the centre and marginalise self and identity, emphasising the routine and sameness in life. An orientation toward felt experience emphasises the ways in which people deal with routine.”

“...focusing on the routine itself misses out on the variety of feelings toward the routine and ways of dealing with it. If we sacrifice the uncertainties, the anxieties, the clarity and the insight that we experience when dealing with the routines of life to a synthesis at the level of social practices, we close off our conceptualising to variety, change and complexity.”

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McCarthy & Wright: Making sense of Experience

Draw together works by Dewey, Bakhtin and Boorstin to try to understand experience in order to help designers and evaluators create fulfilling interactive experiences.

Irreducible totality of people acting, sensing, thinking, feeling, and meaning making in a setting, including their perception and sensation of their own actions.

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McCarthy & Wright: Framework use

An analytical tool to help explain why particular interactive experiences are satisfying and others not.

Useful in design and evaluation without losing too much of the relational, holistic approach from where it is derived.

A space within which things can be juxtaposed, related, separated, coalesced but never isolated.

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Four aspects as four inter-twined threads making up a

braid.

McCarthy & Wright: Framework components

Four threads of experience

Experience not engaged as ready-made.

Making sense - reflexive and recursive

No experience without self and object, or

subject and object, interacting reflexively.

No implication of linear or causal relations

between these processes

Six sense-making processes associated with

meaning

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M & W’s Framework – Four threads of experience

Space: confined? Enclosed? Open, closePublic and private, comfort zones?Time: faster? Slower?Connected, disconnected

How we perceive space & time

Sensory engagement:

- concrete, palpable and visceral; grasped pre-reflectively, immediate.

Could complement ‘emotional thread’

- Sound of words, intonation, body language

- the importance we place on something with respect to our needs, desires and values

How we feel

- empathy, relate to emotions of othersNeed to distinguish from sensual

- coherence, plausibility, affects the way person and event relate to each other

Rlshp b/n parts & whole

What is this about? What has happened? Where am I? How do these things go together? What will happen next? Does this make sense? I wonder what will happen if…?

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M & W’s Framework – sense-making components

Immediate impact, pre-linguistic. With spatio-temporal >speed, confusion of movement, openness and stillness. With sensual – e.g. colour and impression; immediate sense of tension or thrill.

Expectations. Include desire, needs, hope. Shapes later parts of the same experience.

Similar to reflecting and appropriating. Can be internal or to others. Re-savour the experience. In the process XP change meanings or

given different value.

Making an experience our own, relate to our sense of self, history and hoped future

Trying to make sense of the things that are happening, how we feel – ‘inner self’ dialogue. May modify further experiences. Linked to other sense-making and threads.

Cognitive processing. May evoke emotional, sensual response etc. At the

same time as interpreting we may reflect.

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Testing the Framework‘A practitioner-centred assessment of a user experience

framework’ (McCarthy, Wright, Meekison, 2005)

Used it with practitioners (action research) undergoing an Internet shopping experience

– How they used the framework– What aspects of experience they felt was missing– How useful a tool to evaluate Internet shopping experience

Limitations• Difficult to distinguish some sense-making components• Lacked ability to capture intensity of experience• A priori introduction• contemporaneous note taking• Could contribute to shaping as more reflective than usual

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Looking aheadTheoretical/Conceptual• using & testing current XP framework with more users

• toward informing theoretical understanding• to gain insight towards modifying Framework into a more usable tool for

• designers to use to guide design• designers to use to ‘evaluate’ design

Methods & Techniques• ways to capture the subjective, rich, felt and lived experiences described

• ways to analyse the captured experience

DesignWays to translate understanding of user-experience into tangible design outcomes

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