Designing experiences

Post on 21-Apr-2017

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Transcript of Designing experiences

designing experiences aga.szostek@gmil.com

what is experience?

perceptions and reactions

derived from using

or expectations

regarding using

a product, service

or a system

before, during and after interacting with them

ZERO POINT

functionality

ZERO POINT

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functionality

accessibility

usability

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functionality

accessibility

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functionality

accessibility

usability

aestetics

engagement

ZERO POINT

functionality

accessibility

usability

aestetics

ZERO POINT

functionality

accessibility

usability

aestetics

engagement

exceeding expectations

ZERO POINT

functionality

accessibility

usability

aestetics

engagement

exceeding expectations

accessibility

aestetics

exceeding expectations

ZERO POINT

functionality

usability

engagement

HCI quite naturally focuses on the interactive product, the “thing” rather than the experience resulting from interacting with that thing

if the pragmatic qualities were the most important why would any women ever wanted to wear high heels?

emotion is closely linked to action and motivation

experience emerges from the intertwined works of perception, action, motivation, emotion and cognition in the dialog with the world: place, time, people and objects

experiences are: subjective (versus objective) holistic (versus partial) situated (versus abstract) dynamic (versus static) positive (aka worthwhile)

experiences make us happier

everyone wants to be happy

Abraham Maslow

Mark Hassenzahl

autonomy

I can do what I want and how I want it

independence freedom

ideals

competency

I am good in what I do

control challenge

talent knowledge

results

relations

I feel close to those I care about

participation presence

family friends

security

I feel free from danger and uncertainty

order tranquillity quietness

rituals

stimulation

I experience new things

curiosity mystery

serendipity magic

competition

I am better than others

victory success position

popularity

I have influence over what others do

power status

recognition mentoring

well being

I feel healthy and active

physical activity mental activity

stability

meaning

my actions have deeper sense

values motivations

trace

memory

I hold on to my past

memorabilia photographs

stories souvenirs

MEANS-END theory developed by Gutman (1982) helps to understand the emotional underpinnings that drive people’s decisions

-  individuals base their decisions on factors that are likely to lead to desired consequences (Gutman, 1982)

-  people will make a selection that reinforces what they have deemed valuable (Klenosky, Templin and Troutman, 2001).

-  what a person deems as valuable is what is the end

-  personal values influence individual behavior -  personal values are defined as motivating, end states of existence, which

people strive for -  each individual has their own values which are the ends they seek -  means are the things that people use to reach those ends

creation of means-end chains is, in fact, exploring the interconnections between different attributes, the anticipated consequences that arise from these attributes and the personal value being reinforced

ATTRIBUTE CONSEQUENCES VALUES

attending a course

obtaining a positive grade

good student

successful designer

physical well-being experience aka how to eat healthy?

physical well-being experience aka how to regularly exercise your spine?

competition experience aka how to be on time?

Pieter Desmet

usable product pleasurable product meaningful product

usable product

usable activity

pleasurable product meaningful product

pleasurable activity meaningful activity

usable product

usable activity

I am usable

pleasurable product meaningful product

pleasurable activity meaningful activity

I bring pleasure I act meaningfully

usable product

usable activity

I am usable

pleasurable product meaningful product

pleasurable activity meaningful activity

I bring pleasure I act meaningfully

desired solutions

delightful solutions

inspirational solutions

is it possible to design for it?

dental clinic today’s experience: professionalism scarying patients off with coldness, sterile environment, difficult language and prices

dental clinic ideal experience: delivering psychological well-being by making a place where people feel taken care of and willing to preventively care about their teeth

without a clear understanding of experience the interactive products you design will never be able to properly shape experiences let alone create new ones

if you are interested in experience workshops and design projects , drop me a line at: aga.szostek@gmail.com