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Experience Design

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... the good look and feel of Apple iPod. 2. Four Pleasure (Pat Jordan) ... Touch, test, smell, etc. Tactile Pleasure Telephone handset, Remote control ... – PowerPoint PPT presentation

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Title: Experience Design


1
Experience Design
  • Dhaval Vyas
  • dvyas_at_few.vu.nl
  • Room T-304

2
Different Approaches to Experience Design
  1. Cultural Probes A technique to gather users
    aspirations and needs at an early stage of system
    design. Bill Gaver, Tony Dunne Elena Pacenti.
    (1999)
  2. Four Pleasures A design concept to provide
    pleasurable experiences in systems. Patrick
    Jordan. (2000)
  3. Technology as Experience A framework to
    analyse experience of a system. John McCarthy
    Peter Wright. (2004)

3
1. Cultural Probes
Gaver et. al (1999)
First used in the EU funded Presence Project for
exploring technologies to increase the presence
of the elderly in their local communities.
  • Probes A package of maps, postcards, camera,
    pictures, media diary, etc.
  • Probes are specifically designed material
    packages given to the potential users to document
    their private lives, attitudes, aspirations,
    contexts and experiences.
  • Design/art oriented approach was used then an
    engineering/science oriented, i.e. the focus was
    more on users subjective values then objective
    needs

4
1. Cultural Probes
Gaver et. al (1999)
Gathered Data
5
1. Cultural Probes
Gaver et. al (1999)
Final Designs
6
2. Four Pleasure (Pat Jordan)
  • Pleasure the condition of consciousness or
    sensation induced by the enjoyment or
    anticipation of what is felt or viewed as good or
    desirable enjoyment, delight, gratification. The
    opposite of pain.
  • Pleasure in Products
  • The Practical, Emotional and Hedonic Benefits
    Associated with Products
  • Practical Benefits
  • Outcome of tasks performed on the products, i.e.
    functional benefits
  • E.g. with a washing machine, practical benefits
    are fresh clean clothes
  • Emotional Benefits
  • when the product affects the mood of users.
  • E.g. using a computer game can be exciting and
    fun
  • E.g. self confidence on wearing new suit
  • Hedonic Benefits
  • Sensory and aesthetic pleasure associated with
    the product.
  • E.g. appreciating the good look and feel of Apple
    iPod

7
2. Four Pleasure (Pat Jordan)
  • The Four Pleasures
  • A Framework for considering Pleasure with
    Products
  • Physio-pleasure
  • Socio-Pleasure
  • Ideo-Pleasure
  • Psycho-Pleasure

8
2. Four Pleasure (Pat Jordan)
  • Physio-pleasure
  • Pleasure derived from body and the sensory organs
  • Touch, test, smell, etc.
  • Tactile Pleasure Telephone handset, Remote
    control
  • Olfactory Pleasure Smell inside a new car

9
2. Four Pleasure (Pat Jordan)
  • Socio-Pleasure
  • Pleasure driven from the relationships with
    others, may it be friends, family, loved ones,
    colleagues, or the society as a whole
  • Products that facilitates social interaction
    Mobile phones, internet chat, SMS, etc.
  • Products that represents your image in social
    contexts

10
2. Four Pleasure (Pat Jordan)
  • Ideo-Pleasure
  • About peoples taste, values aspirations
  • Taste for specific colour, shape, style or
    pattern
  • Value philosophical or religious ethics love
    for environment, etc. (e.g. Toyota)
  • Aspirations what people hope to become or want
    to see themselves as e.g. good career, wealthy.

Toyota Environment Friendly Car
Specific choice for Harley Davidson Motor Bikes
11
2. Four Pleasure (Pat Jordan)
  • Psycho-Pleasure
  • Comes from peoples mental or emotional
    reactions.
  • The productive goals related with the system
  • E.g. being able to use the word processor easily
    and produce the required documents could lead to
    psycho-pleasure.

12
3. Technology as Experience
McCarthy Wright (2004)
  • Four Threads of Experience
  • Compositional How do the elements of an
    experience fit together to form a coherent whole?
  • Emotional What emotions color the experience for
    us?
  • Spatio-temporal What effects do place and time
    have on our experience?
  • Sensual What does the design and texture and the
    overall atmosphere make us feel?

13
3. Technology as Experience
McCarthy Wright (2004)
  • Anticipating We never come to technology
    unprejudiced
  • Connecting We make a judgement in an instant and
    without much thought
  • Interpreting We work out whats going on and how
    we work out
  • Reflecting We examine and evaluate whats
    happening in an interaction
  • Appropriating We work out how a new experience
    fits with other experiences we have had and with
    our sense of self
  • Recounting We enjoy storytelling and make sense
    of experience in stories.

14
3. Technology as Experience
McCarthy Wright (2004)
  • Used this framework on the products of Virgin
    Brand..
  • Virgin Website, Virgin Mobile, Virgin
    Mega-stores, etc.
  • Procedure
  • First, introduced the framework to the
    participants and provided them with a notebook
    -come- checklist
  • In the notebook, the page was divided into
    sections corresponding to the sense making
    processes (e.g. anticipating connecting,
    interpreting etc.) and it was accompanied by a
    checklist of concepts and guide words from the
    framework
  • Participants were then asked to go off and have
    their virgin experiences.
  • In addition to their diary, they provided an oral
    account during a one-on-one debriefing afterwards
  • The gathered data facilitated the construction of
    a narrative of the experience that would engage
    with the concepts of the framework

15
3. Technology as Experience
McCarthy Wright (2004)
  • Example Data
  • Anticipating (before)
  • Expect to find what I am looking for. Environment
    likely to be young, lively, loud music, packed
    full of products, very visible virgin branding.
  • Expect things to be ordered in a certain way,
    e.g. Pop, Classical, RB etc. grouped together.
  • Anticipation (during)
  • Surprised that singles were not on main floor,
    surprised to find shop opens onto Coffee
    Republic' surprised by depth of product range
  • Connecting, interpreting, reflecting
  • First impressions confirmed what I had
    anticipated. Shop was spacious and airy, which I
    was surprised about. Experience starts from
    moment you walk in the door .felt relaxed in
    shop. There is no logic to the layout in the
    shop dont think that they want you simply to
    walk in buy something and walk out again. I feel
    in control. The only thing I was disappointed
    about was price- I expected Virgin to be cheaper.
  • Recounting
  • I would tell people to shop there, but would warn
    them that they might find the same thing cheaper
    elsewhere.

16
Lets have a Practical Example
17
Persona as an Approach to Experience Design
  • Product Portable Music Player
  • Target Group Teenage Girls

18
Persona as an Approach to Experience Design
  • Persona

Gabriella Mendez
19
Gabriella Mendez
  • 18 year old student
  • living in Barcelona
  • studying music in high-school
  • very ambitious and wants make a career in the
    music industry
  • loves RB, Hip-hop and Ragge music and has music
    CDs of almost all RB stars.
  • staying at the school hostel but keeps regular
    contact with her parents
  • whenever in her room, she always listens to music
    on her computer. Her room is full of posters of
    movie/pop stars.
  • keen sports player an active member of the
    schools basketball team
  • cares for her fitness, sometimes goes out for
    drinks with team-mates
  • dating Carlos, an 18 year old student in the same
    school
  • eating out at restaurants and going to the
    musical shows
  • friends slightly envious of her lifestyle

20
Physio-Product Characters
  • Feels good in the hand
  • Easy to carry around
  • Fits well and comfortably inside her pocket
  • Operable without causing damage to fingernails
  • Should have aesthetic looks

21
Socio-Product Characters
  • Should convey her socio-economic cultural
    status
  • Should convey her interests in music
  • Should be competitive amongst her friend circle

22
Psycho-Product Characters
  • Supports quick and intuitive operations
  • Good quality music
  • Personalization of music
  • Durable Batteries

23
Ideo-Product Characters
  • Gives aesthetic pleasure
  • Reflects users femininity
  • Environmentally friendly (not too noisy for
    others)

24
Gabriellas Portable Music Player
  • Socio-Product Characters
  • Should convey her socio-economic cultural
    status
  • Should convey her interests in music
  • Should be competitive amongst her friend circle
  • Physio-Product Characters
  • Feels good in the hand
  • Easy to carry around
  • Fits well and comfortably inside her pocket
  • Operable without causing damage to fingernails
  • Should have aesthetic looks
  • Ideo-Product Characters
  • Gives aesthetic pleasure
  • Reflects users femininity
  • Environmentally friendly (not too noisy for
    others)
  • Psycho-Product Characters
  • Supports quick and intuitive operations
  • Good quality music
  • Personalization of music
  • Durable Batteries

25
Student Exercise
  • Develop product benefit specification for your
    problems
  • Work in Groups
  • Student Discussion

26
Thank You !
  • Further questions and queries are welcome.
  • Dhaval Vyas
  • Room T-304, Informatica Section
  • dvyas_at_few.vu.nl
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