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Information about session2

Published on November 20, 2007

Author: Abbott


NM4210 UX methodology:  NM4210 UX methodology Session 2 UX design:  UX design Rephrase – designing for user experience. It is not possible to design experience. We can only design occasion for experiences; experience themselves are personal. As designers we try to observe patters and recreate them to evoke desired emotion. (e.g.. Chinese new year, Deepavali, Christmas, Hari Raya Puasa) Experiencing Experience - by Tom Guarriello User needs:  User needs needs Designing pleasurable products – Patrick W.Jordan User needs:  User needs Maslow’s concept is that people aren’t motivated by higher-level needs until their lower-level needs have been met. It is same with “hierarchy of consumer needs” Customers have come to expect products to be easy to use, usability has moved from being what marketing professionals call a “satisfier” to being a “dissatisfier. In other words, people are no longer pleasanlty surprised when a product is usable, but are unpleasantly surprised by difficulty in use. emotion - Fun, pleasure Designing pleasurable products – Patrick W. Jordan Emotion:  Emotion Cognition interprets the world, leading to increased understanding and knowledge. Affect, which includes emotion , is a system of judging what’s good or bad, safe or dangerous. It makes value judgment, the better to survive. e·mo·tion :  affective state of consciousness in which joy, sorrow, fear, hate, or the like, is experienced, as distinguished from cognitive and volitional states of consciousness. any of the feelings of joy, sorrow, fear, hate, love, etc. any strong agitation of the feelings actuated by experiencing love, hate, fear, etc., and usually accompanied by certain physiological changes, as increased heartbeat or respiration, and often overt manifestation, as crying or shaking. Emotion: 3 levels of processing:  Emotion: 3 levels of processing Human emotional attributes result from three different levels of brain processing. Visceral: automatic pre-wired level Behavioral: processes that control everyday behavior. Reflective: contemplative part of the brain Emotional design: Donald Norman Three levels of processing:  Three levels of processing Visceral Behavioral Reflective Sensory Motor Control Control Emotional design: Donald Norman Emotion and design:  Emotion and design Visceral design: refers primarily to that initial impact, to its appearance. Behavioral design: is about look and feel, the total experience of using a product - the physical feel/pleasure and effectiveness of use. Reflective design: is about ones thoughts afterwards, how it makes one feel, the image it portrays, the message it tells others about the owner's taste. Emotional design: Donald Norman Emotion and design - visceral:  Emotion and design - visceral 1961 Jaguar E-type. Behavioral: Not a great performer, not very safe. Reflective: Not something which has great show off value. Visceral: sleek, visually pleasing, timeless. Emotion and design- behavioral:  Emotion and design- behavioral Honda Accord Behavioral: great performer, easy of use, safe, practical. Reflective: Not a show car. Visceral: not very exciting. Emotion and design- reflective:  Emotion and design- reflective Bugatti Veyron $1,700,000 Behavioral: not a great performer. Reflective: self-image, show off. Visceral: its thrilling, attractive, etc. Behavioral: great performer, not very easy to handle, not very comfortable. Reflective: status symbol, self-image, show off. Visceral: very fast, thrilling, attractive, etc. Mini Cooper Subjectivity of this field:  Subjectivity of this field Phallocrypt: Chiang rai, long Neck Karen Village Visceral, Behavioral, Reflective ? Product - value:  Product - value Perceived usefulness - functionality Perceived ease of use - usability Perceived hedonic quality – pleasure/fun (branding, marketing, emotion) Perceived visual attractiveness – aesthetics (visual fluency) Approach to creating experiences:  Approach to creating experiences Discover Design Deliver Need analysis Requirements specifications Conceptual design Prototype development and test Product evaluation Project development life cycle Tools of design for experience :  Tools of design for experience Discover and define - Developing experience strategy Business Strategy (innovation, buyer behavior, branding, desirability, marketing) Social and psychological Issues (persuasion, behavior modification, emotion, community, design culture) Design - creating perception of pleasure Sensorial Design (colour theory, visual design, perception, visual thinking) Product design (form, affordance, ergonomics) Information Design/Architecture (theories in  communication, information processing, representation and semiotics) Interaction/Interface Design (interaction design, usability testing) Deliver – experience evaluation Any questions?:  Any questions? ???????????????????????????????????? Pleasure with products– Blog report:  Pleasure with products– Blog report Find 3 examples of visceral, behavioral and reflective design. (don’t mix products. E.g. If you choose PDA try to find 3 examples of PDAs which roughly fall under 3 attributes of emotion) Document your reflection on the emotional impact of these product Upload it to your blog by next Monday morning. Reading: Please go through all the links listed under week two

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