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Experience Design

Experience Design. Dhaval Vyas dvyas@few.vu.nl Room: T-304. Norman’s 3-layer model of Emotions. Norman (2004). Norman’s 3-layer model of Emotions. Norman (2004). Visceral Design. Jaguar E-type. Apple iMac. Norman’s 3-layer model of Emotions. Norman (2004). Behavioral Design.

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Experience Design

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  1. Experience Design Dhaval Vyas dvyas@few.vu.nl Room: T-304

  2. Norman’s 3-layer model of Emotions Norman (2004)

  3. Norman’s 3-layer model of Emotions Norman (2004) Visceral Design Jaguar E-type Apple iMac

  4. Norman’s 3-layer model of Emotions Norman (2004) Behavioral Design Mercedes-Benz Seat Controls Casio G-Shock Watch

  5. Norman’s 3-layer model of Emotions Norman (2004) Reflective Design Time-by-Design Sexy Urinal

  6. APEC Framework Vyas & van der Veer (2005)

  7. APEC Framework Vyas & van der Veer (2005) • Aesthetic Aspect: • Visceral appreciations based on sensory information only • Naturally determined • Skin-deep beauty • Practical Aspect: • Physical activities a user is capable of with respect to the system • Exploits Usability & Functionality • Emotional Aspect: • Related to emotions such as joy, anger, disgust, etc. • Helps in the decision making • Cognitive Aspect: • Involve interpretation, information processing, problem solving, use of memory, etc. • Beauty within

  8. Let’s have a Practical Example

  9. APEC in Practise Gabriella is a high-school student. She goes to parties several times in a week. She cares a lot about her image amongst her friend circle. She loves R&B, Country and Ragge music and she has music CDs of almost all R&B stars. Whenever she is at home, she always listens to music on her computer. Her room is full of posters of movie/pop stars. She likes using new gadgets. She also likes traveling with his friends. Gabriella (18) – Student

  10. APEC in Practise • Interaction  Cognitive • Fun – mapping of circular Click-Wheel interaction with linear screen interaction • Familiarity – the player’s screen has a very familiar metaphor • Menu Driven Interface • Interaction  Practical • Easy to hold and use by single hand • Appearance  Aesthetic • Pleasing to eyes – Plastic body with metallic and white color • Pleasure - Soft touch • Appearance  Emotional • Pleasant Surprise – evoked by the unconventional look • Appearance  Cognitive • Pleasant Surprise – evoked by the unconventional look • Social identity of owning a new device in friend circle • Function  Emotional • Pleasure – through good quality music • Personalization of music • Surprise – evoked by the Shuffle function • Contextual Sensitive Player: Country music in hills of Barcelona • Function  Cognitive • Relaxed – 12 hours play • Being able to create music files • Flexibity – Other file format can be stored • She keeps her school assignments in the same device • Interaction  Emotional • Pleasure – Soft touch • Fun – a DJ like interaction through Click-Wheel • Fun – mapping of circular Click-Wheel interaction with linear screen interaction

  11. Student Exercise Use the APEC framework in you given problems • Work in Groups • Student Discussion

  12. References • Books • Technology as Experience. 2004. By McCarthy, J., Wright, P. MIT Press. • Funology – From Usability to Enjoyment. 2003. Blythe, M. (Ed.) Kluwer Publications. • Emotional Design. 2004. Norman, D. Basic Books. • Papers • Experience Prototyping. DIS-2000 • The Building Blocks of Experience. DIS-2000 • Understanding Experience in Interactive Systems. DIS-2004. • And many more…

  13. Thank You ! Further questions and queries are welcome. Dhaval Vyas Room T-304, Informatica Section dvyas@few.vu.nl

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