http://www.inclusivedesigntoolkit.com/betterdesign/process/discover/discover6.html<br />Sensory capability includes vision and hearing<br />Cognitive capability includes thinking and communication<br />Motor capability includes locomotion, reach & stretch and dexterity<br />
subjective product experience:<br />the awareness of the psychological effects elicited by the interaction with a<br />product, including the degree to which all our senses are stimulated, the meanings and<br />values we attach to the product, and the feelings and emotions that are elicited.<br />
Core effect (Russell, 2033) the combination of pleasure and arousal – is,to varying<br />degrees, ‘involved in most psychological events’<br />“According to Russell, the experience of core affect is a single integral blend of thosetwo dimensions,<br />describable as a position on the circumplex structure. The variouspositions on the circumplex<br />structure are illustrated with examples of affectiveresponses that can be experienced in the<br />user-product interaction.<br />Core affect theory offers a simple, yet powerful, way to organize product experience, because all<br />possible experiences involved in the user-product interaction can be described in terms of core<br />affect. The activated unpleasantness from the heated irritation in response to a failing computer,<br />the calm pleasantness from the soothing experience of sliding into a warm bath, the activated<br />pleasantness from the exhilaration of ice skating, and the calm unpleasantness from the sadness<br />in remembering a broken crystal vase, can all be plotted on the circumplex model.”<br />Hekkert, P. & Desmet, P. (2007). Framework of product experience. International Journal of Design 1(1), 57-66.<br />
Erfahrung: <br /> allexperiences, including very common, day-to-day experiences<br />Erlebnis: <br /> experiences of special, memorable events<br />Marketing Perspective<br />Erlebnis: an experience occurs when a company intentionally uses services as the stage,<br />and goods as props, to engage individual consumers in a way that creates a memorable<br />event. (designed spaces, installations, attractions -exhibitions and amusement parks- )<br />“Experience Design”<br />Design for experience: Understanding the everyday experiences which involve people,<br />who simplyuse andenjoy products.<br />
Human–product interaction<br />Not just physical action, but also consists of passive (often visual)perceptionor even<br />remembering or thinking of a product.<br />Experience through interaction<br />İnteraction<br />Product<br />Experience<br />
Product Experience:<br />the human beings with their systems and skills <br />the interaction itself with its different components <br />a product (domain) with its speciﬁc properties<br />
products obtain their meaning throught the interaction with people: <br />On the basis of what is perceived sensorial (e.g. softness, freshness, loudness), products <br />reveal cues of how to use them, and they reveal their function.<br />the aesthetic response: characterized by feelings of pleasure/displeasure that are based <br />on the sensory perception of the object.<br />usage: understanding how a product must be operated or which actions it affords<br />the emotional response: The interactions with a product can help a personto reach a goal<br />or can obstruct him orher in attaining that goal<br />context: physical circumstances literallysurrounding the interaction, activities or <br />experiences that take part at the same time with the actual interaction and to the broader<br />cultural and social situation<br />
Framework of Product Experience - Pieter Desmetand Paul Hekkert<br />
Empirical approaches to studying product experiences<br />In the majority of empirical studies, products or product parts are varied or manipulated<br />under naturalistic conditions, and the effect of the manipulation on the subjective<br />reports is assessed.<br />Experimentalstudies:the manipulations are typically done in a systematic way, in order<br />to isolate underlying factors.<br />Case studies and designprojects:the manipulations are determined by wishes, demands,<br />and limitations given by the product and its usage context, company goals, and designer <br />capabilities.<br />The subjective reports may consist of either qualitative (e.g. in-depth interviews, diaries)<br />or quantitative (e.g. responses on rating scales, preference rank orders) data. <br />
An overview of contributing scientific disciplines<br />Psychology: psychology of perception, cognitive psychology, and psychology of emotion...<br />Social and behavioral sciences: psychological aesthetics, human factors, marketing, consumer science...<br />Technical sciences: mechanical and material engineering, and human–computer interaction (HCI)...<br />new domain of research: Product experience <br />
The Domain of Product Experience<br />Philosophical aesthetics: aesthetic experiences and evaluations of ‘objects’,such as simple<br />patterns, faces, paintings, and landscapes.<br />The discipline of ergonomics or human factors: traditionally focuses on the usability of<br />products; the perceptual and cognitive processes involved in product understanding, <br />and to the physical or motor skills and processes enabling (or limiting) product use.<br /><ul><li>One of the ways in which products can be made easy to use is by making it</li></ul>self-evidenthow a product should be operated.<br /><ul><li>Subjective experiences arising from the use of products, including research on </li></ul>satisfaction, pleasure and comfort and convenience.<br />
Mechanical and material engineering: focused to studying, quantifying, andmodeling the <br />relationship between technical/physical properties of artifacts and their sensorial and other <br />subjectiveresponses in terms of meaning and aesthetics.<br />Technology-driven research: In addition to how products can be created with new<br />technologies that may be beneficial to potential users, there is a new shift fromusability<br />research to user experience research, variously looking at experiences such as <br />presence, fun, trust, or engagement, etc...<br />Marketing studies: in the field of consumer research, research attention has shifted from<br />information processing approaches with a focus on utilitarian value and price, to the<br />emotional experiences associated with product consumption.<br />
Introducing Product Experience<br />Hendrik N. J. Schifferstein, Paul Hekkert <br />Merve AYDIN<br />ID501 2011<br />
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