Professional Documents
Culture Documents
• Why study Experience?
• Approaches to ‘UserExperience’
– HCI and others
– Productcentred
– Usercentred
– Interactioncentred
• The wicked problem of ‘Experience’
• McCarthy & Wright: Technology as Experience
• Looking ahead
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)
HCI
THEORETICAL/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
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
others
INDUSTRIAL DESIGN
Theoretical/conceptual
• "concentrate on appearances"
• framework to analyse person-product interaction
• categorising, operational, inventive, aesthetic and social use: how people interact with products
• product semiotics
Methods and Techniques
• Learning from augmented reality guide to designing for rich interactions
• “fun of use’ attractive interactions, customisation, personalisation
MULTIMEDIA
Using digital media to represent inner experiences
BUSINESS
Methods and Techniques
tools to learn people's XP with products and expectations
engaging storytelling
GAMES
design case studies
Extending traditional usability testing on computer games (check users against designers)
LRP experience to inform design (games)
PERVASIVE COMPUTING
cafe based digital design
Product-centred approach
Assist designer and non-designers to create
products that evoke compelling experiences
Experience is unique to the individual and on each occasion
Experience is multidimensional
Experience is owned across many disciplines
Experience is potentially arbitrary
The wicked problem of experience
Experience is never neutral
Experience is dynamic
Experience transforms
Designing for experience is a wicked problem
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.”
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
Looking ahead
Theoretical/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
Design
Ways to translate understanding of user-experience into tangible design
outcomes