Title: Experience Design
1Experience Design
- Dhaval Vyas
- dvyas_at_few.vu.nl
- Room T-304
2Different Approaches to Experience Design
- Cultural Probes A technique to gather users
aspirations and needs at an early stage of system
design. Bill Gaver, Tony Dunne Elena Pacenti.
(1999) - Four Pleasures A design concept to provide
pleasurable experiences in systems. Patrick
Jordan. (2000) - Technology as Experience A framework to
analyse experience of a system. John McCarthy
Peter Wright. (2004)
31. 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
41. Cultural Probes
Gaver et. al (1999)
Gathered Data
51. Cultural Probes
Gaver et. al (1999)
Final Designs
62. 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
72. Four Pleasure (Pat Jordan)
- The Four Pleasures
- A Framework for considering Pleasure with
Products - Physio-pleasure
- Socio-Pleasure
- Ideo-Pleasure
- Psycho-Pleasure
82. 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
92. 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
102. 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
112. 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.
123. 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?
133. 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.
143. 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
153. 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.
16Lets have a Practical Example
17Persona as an Approach to Experience Design
- Product Portable Music Player
- Target Group Teenage Girls
18Persona as an Approach to Experience Design
Gabriella Mendez
19Gabriella 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
20Physio-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
21Socio-Product Characters
- Should convey her socio-economic cultural
status - Should convey her interests in music
- Should be competitive amongst her friend circle
22Psycho-Product Characters
- Supports quick and intuitive operations
- Good quality music
- Personalization of music
- Durable Batteries
23Ideo-Product Characters
- Gives aesthetic pleasure
- Reflects users femininity
- Environmentally friendly (not too noisy for
others)
24Gabriellas 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
25Student Exercise
- Develop product benefit specification for your
problems - Work in Groups
- Student Discussion
26Thank You !
- Further questions and queries are welcome.
- Dhaval Vyas
- Room T-304, Informatica Section
- dvyas_at_few.vu.nl