What is Experience Design?
What is involved in an experience?
Different kinds of experience:
- Everyday
- Recognised
- Group memory
Everyday
College, Work, Waking up, Weather, Driving, Music
Recognised
Falling in love, Holidays, Foods, Cinema, Meeting new people, Being late, Music, Getting a shock
Group
Parties, Birthdays, Trips, Terrorist attacks, Family dinners, Playing sports, Music
How can we design for this?
- Active engagement in a physical sense, not just mentally.
- Loss of ego (self) and boundaries – no agenda (like an aesthetic experience).
- Designing for the experiences of others is like choreography or staging a show.
- Specific experienced cannot be guaranteed (like Intentional Fallacy).
- Experiences live (“read”) beyond the object/artefact. [Bill Moggridge of IDEO].
- Fluidity of experience and how it unfolds: – stages – time – narrative – intensity – objects – spaces – textures
- User co-designs or there is collaboration = interactive in some way But…
- Who is excluded from an experience? Ie: in high fashion; through lack of available technology; through lack of fluency (in a skill, language); through lack of money.
Here are some of the experiences i felt the user was having when i watched this video
- User engagement
- Distracted from everything else
- Intrigued and glued
- Emotionally involved by making it unique to him
- Having control of a product makes him happy
- Shares with friends
What elements are needed to make an experience in Design
- Cognition (knowing, mental understanding)
- Sensory Perception (physical, bodily feeling, touching, balance, senses)
- Emotion (“affective domain”, gut feeling or reaction, positive or negative)
These elements idea for my concept –
This fingerprint will engage the user using sensory perception by touching the screen and opening different windows
Eddie Earth will be there to interact with the user helping them understand the aim of the app and educate them to live green
A certificate will be awarded to the user for getting questions correct and praise from parents when they implement these in the home using emotions as part of the experience
Phenomenology
- Both a methodology and a philosophy
- Concerned with the physical relationship between ourselves and the objects around us (including specific objects and general environment)
- Awareness of bodies in space Ethnography
- The study of cultures (including subcultures)
- Self-ethnography – study of self as a “culture”
Other ways to test or measure
Semiotics: things signify something, what they signify is connotation – how users and others understand the cultural symbols or meanings of objects (signifying practices) – What elements of your design “speak to” the user and their audience? What do they say?
Ideology: the assumptions about what is “common sense”, what is morally right or wrong. Built on shared cultured values and understood through signifiers – What are the assumptions of good and bad behind your design? Who might agree or disagree?
Cultural Capital: Describes how not only money has value, but also bodies of knowledge, especially cultural knowledge; expertise; how one shows possession of or skill in this value (also subcultural capital) – What about your design would make people want it and why?