Showing posts with label experience enrichment. Show all posts
Showing posts with label experience enrichment. Show all posts

Monday, August 17, 2009

Four Pleasures Framework

For your final design in Project One: Experience Enrichment, you will need to carry out a four-pleasures analysis similar to the poster here.

Don't forget to read Patrick Jordan's Nov 1997 article: Putting pleasure into products. IEE Review, Vol 43 No 6 pp 249-252.

Usability Maxims

In 1997 Arnold M Lund published his Usability Maxims in the Ergonomics in Design journal:

1. Know thy user and you are not thy user.
2. Things that look the same should act the same.
3. The information for the decision needs to be there when the decision is needed.
4. Error messages should actually mean something to the user and tell the user how to fix the problem.
5. Every action should have a reaction.
6. Everyone makes mistackes, so every mistake should be fixable.
7. Don’t overload the user’s buffers.
8. Consistency, Consistency, Consistency (alternative version of 2).
9. Minimise the need for a mighty memory (alternative of 7).
10. Keep it simple.
11. The user should always know what is happening.
12. The more you do something the easier it should be to do.
13. The user should control the system. THe system shouldn’t control the user. The user is the boss, and the system should show it.
14. Eliminate unnecessary decisions, and illuminate the rest.
15. The best journey is the one with the fewest steps. Shorten the distance between the user and the goal.
16. The user should be able to do what the user wants to do.
17. If I made an error, let me know about it before I get into REAL trouble.
18. You should always know how to find out what to do next.
19. The idea is to empower the user, not speed up the system.
20. Things that look different shoudl act different.
21. Don’t let people accidentally shoot themselves.
22. Even experts are novices at some point. Provide help.
23. Keep it neat. Keep it organized.
24. Provide a way to bail out and start over.
25. Design for regular people and the real world.
26. The fault is not in thyself, but in they system.
27. Colour is information.
28. If it is not needed, its not needed.
29. Everything in its place, and a place for everything.
30. The user should be in agood mood when done.
31. If I made an error, at least let me finish my thought before I have to fix it.
32. Let people shap the system to themselves and pain it with their own personality.
33. “Cute” is not a good adjective for systems.
34. To know the system is to love it.

Sources:
Lund, Arnold M. 1997. Expert ratings of usability maxims. Ergonomics in Design, Vol 5 No 3, pp 15-20.

Mealy, Erica et al. 2007. Improving Usability of Software Refactoring Tools, Appendix A Usability Guideline Sets, in Proceedings of the Australian Software Engineering Conference (ASWEC), 10-13 Apr 2007, Melbourne. www.itee.uq.edu.au/~erica/papers/AppendixA-InitialGuidelines.pdf

Thursday, August 13, 2009

Reflective design

The Juicy Salif, designed by Philip Starck in 1990 for Alessi, is considered one of the icons of industrial design. Originally made of cast and polished aluminium, on its tenth anniversary 10,000 gold-plated versions were made. However, citric acid in a lemon discolors and erodes the gold plating. Starck is rumored to have said, "My juicer is not meant to squeeze lemons; it is meant to start conversations".

The DNA staircase, designed by Ross Lovegrove in 2003, looks like a strand of life itself. Lovegrove likes to say DNA -- design, nature, art -- lies at the heart of his work. This staircase is made out of fiberglass and unidirectional carbon using a contemporary manufacturing technique called bladder molding.

Possessing celebrity-designed objects like these can be a reflection of what types of products we enjoy being seen with us or the class we want people to associate us with (and obviously shows how much disposable income we might have!).

Behavioral design

The seat adjustment controls for the Mercedes Benz car is an example of good behavioral design. The conceptual model is clear: simply move the picture of the seat the same way you want the real seat to move.

Another is PingPongPlus, a digitally enhanced version of the classic table tennis. It is played with ordinary, un-tethered paddles and balls, and features a "reactive table" that incorporates sensing, sound, and projection technologies. Images of water and a school of fish are projected onto the surface of the ping pong table. Each time the ball hits the table, the computer sense its position, causing the images of ripples to spread out from the ball and the fish to scatter. It enhances the experience of playing ping pong.

Three-Level Theory of Cognitive Processing

Donald Norman, in his book Emotional Design: why we love (or hate) everyday things, proposed three levels by which humans holistically analyze aspects of products:

1. Visceral level: the most immediate level of processing, in which we react to visual and other sensory aspects of a product before we actually interact with it. Helps us make rapid decisions about what is good, bad, safe or dangerous. Visceral design often refers to enhancing visual appearance.

2. Behavioural level:the middle level of processing, the one that lets us manage simple, everyday behaviors. Interaction design, semantics and usability practices have primarily addressed this level of cognitive processing. Behavioral design tells us how to "behave" or "respond" to messages the products give us, for instance how to use or interact with the product in a certain way. A simple push plate on a glass door tells us that this door can be opened by pushing, not pulling.


3. Reflective design: the least immediate level of processing, which involves conscious consideration and careful reflection on past experiences. Through reflection, we are able to integrate our experiences with designed artifacts into our broader life experiences and, over time, associate meaning and value with the artifacts themselves. Reflective design is about considering how long-term relationships between products and owners can be built. Thus reflective design can tell us about the owner's taste in products, since the products that people allow others to see themselves possessing can be a reflection of what he/she wants to be in life.


Donald Norman's framework provides a method by which designers can develop a richer understanding of users and their experiences.

More on this in Donald Norman's blog:
http://www.jnd.org/dn.mss/emotional_desig.html

To illustrate the effect of this theory, here's an example. Note that it is not often possible to separate out the three levels. In the real world, all are operating at the same time.

The Apple iPhone is said to function really well at all three levels. Viscerally, it's attractive. Behaviorally, it's elegant and friendly to use; though you have thousands of stuff stored in its it's not hard to find the one you want. At reflective level, it shows how the owner wants to be perceived as.

Manifestations of Product Experience

Subjective feelings: there is a conscious awareness of change in core affect.
Example: when irritated by package difficult to open, we also feel irritated

Physiological reactions: changes in autonomic nervous system accompany affective experiences.
Example: dilated pupils, produce sweat when excited

Expressive reactions: facial, vocal , postural expressions accompany affective experiences
Example: we smile, frown, express body language when we are happy or unhappy about experiencing a new product

Behavioural reactions: actions one engages in when experiencing a change in core affect.
Example: we approach a product we find attractive or intriguing, we avoid those we find irrelevant to us, we attack those which offend or annoy us, we take good care of products which are memorable or irreplaceable to us.

More on this topic in this article:
Pieter Desmet & Paul Hekkert. 2007. Framework of Product Experience. International Journal of Design. Vol 1 No 1.

Product Experience by Schifferstein & Ekkert

In this book Hendrik Schifferstein and Paul Ekkert define product experience as "all possible affective experiences involved in human product interaction".

They categorize three types of product interactions:

1. Instrumental interaction: when we use, operate or manage products.

Example: we experience irritation when TV doesn't respond to remote control, and pleasure when a well-designed online booking system proves easy to operate.

2. Non-instrumental interaction: do not directly serve a function in operating a product.

Example: playing with or caressing a product, being delighted by the soft touch of a seat.

3. Non-physical interaction: when we fantasise about, remember, or anticipate usage or possible consequences of interaction.

Example: we desire for a new abdominal workout device with the anticipation that with this device the perfect body is within reach.

Wednesday, August 12, 2009

Psycho Pleasure: Funny?

©1995 Kenji Kawakami. Chindōgu: Un-useless Japanese Inventions. Book + website + flash movie.

©2001 Ted VanCleave. Totally absurd inventions: America's Goofiest Patents. Book + Website.

History of useless inventions on DesignBoom

These images are NOT here as examples of what you should do for Project One: Experience Enrichment, but rather what you should NOT do!!!!

I am hopeful though that the fun that these "unuseless" inventions deliver would inspire you into conceptualizing useful products which would enhance the daily lives of your target consumers.

Psycho Pleasure: Discovery

©2003 Monica Bonvicini. Don’t Miss a Sec.

Psycho Pleasure: Metaphor

©2002 Toyota Motor Corp + Sony Corp. POD: Personalization on Demand.




©1993 Philippe Starck for Heller. Excalibur Toilet Brush.









©2001 Koninklijke Philips Electronics + Douwe Egberts. Philips Senseo.