User Experience & Design
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Transcript of User Experience & Design
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
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)
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
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
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
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
Interaction-centred approach
Explore the role that products serve in bridging the gap between designer and user.
A more integrated and holistic approach
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
The wicked problem of experience
Experience transforms
Designing for experience is a wicked problem
Experience is dynamic
Experience is never neutral
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.”
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.
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.
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
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…?
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.
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
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