Product experience
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  • 1. Introducing Product Experience
    Hendrik N. J. Schifferstein, Paul Hekkert
    Merve AYDIN
    ID501 2011
  • 2. product
    people
    senses
    1
    perceive
    motor system
    knowledge
    2
    operate/communicate
    experience
    emotions
    3
    evaluation
  • 3. http://www.inclusivedesigntoolkit.com/betterdesign/process/discover/discover6.html
    Sensory capability includes vision and hearing
    Cognitive capability includes thinking and communication
    Motor capability includes locomotion, reach & stretch and dexterity
  • 4. subjective product experience:
    the awareness of the psychological effects elicited by the interaction with a
    product, including the degree to which all our senses are stimulated, the meanings and
    values we attach to the product, and the feelings and emotions that are elicited.
  • 5. Core effect (Russell, 2033) the combination of pleasure and arousal – is,to varying
    degrees, ‘involved in most psychological events’
    “According to Russell, the experience of core affect is a single integral blend of thosetwo dimensions,
    describable as a position on the circumplex structure. The variouspositions on the circumplex
    structure are illustrated with examples of affectiveresponses that can be experienced in the
    user-product interaction.
    Core affect theory offers a simple, yet powerful, way to organize product experience, because all
    possible experiences involved in the user-product interaction can be described in terms of core
    affect. The activated unpleasantness from the heated irritation in response to a failing computer,
    the calm pleasantness from the soothing experience of sliding into a warm bath, the activated
    pleasantness from the exhilaration of ice skating, and the calm unpleasantness from the sadness
    in remembering a broken crystal vase, can all be plotted on the circumplex model.”
    Hekkert, P. & Desmet, P. (2007). Framework of product experience. International Journal of Design 1(1), 57-66.
  • 6. Erfahrung:
    allexperiences, including very common, day-to-day experiences
    Erlebnis:
    experiences of special, memorable events
    Marketing Perspective
    Erlebnis: an experience occurs when a company intentionally uses services as the stage,
    and goods as props, to engage individual consumers in a way that creates a memorable
    event. (designed spaces, installations, attractions -exhibitions and amusement parks- )
    “Experience Design”
    Design for experience: Understanding the everyday experiences which involve people,
    who simplyuse andenjoy products.
  • 7. Human–product interaction
    Not just physical action, but also consists of passive (often visual)perceptionor even
    remembering or thinking of a product.
    Experience through interaction
    İnteraction
    Product
    Experience
  • 8. Product Experience:
    the human beings with their systems and skills
    the interaction itself with its different components
    a product (domain) with its specific properties
  • 9. products obtain their meaning throught the interaction with people:
    On the basis of what is perceived sensorial (e.g. softness, freshness, loudness), products
    reveal cues of how to use them, and they reveal their function.
    the aesthetic response: characterized by feelings of pleasure/displeasure that are based
    on the sensory perception of the object.
    usage: understanding how a product must be operated or which actions it affords
    the emotional response: The interactions with a product can help a personto reach a goal
    or can obstruct him orher in attaining that goal
    context: physical circumstances literallysurrounding the interaction, activities or
    experiences that take part at the same time with the actual interaction and to the broader
    cultural and social situation
  • 10. Framework of Product Experience - Pieter Desmetand Paul Hekkert
  • 11. Empirical approaches to studying product experiences
    In the majority of empirical studies, products or product parts are varied or manipulated
    under naturalistic conditions, and the effect of the manipulation on the subjective
    reports is assessed.
    Experimentalstudies:the manipulations are typically done in a systematic way, in order
    to isolate underlying factors.
    Case studies and designprojects:the manipulations are determined by wishes, demands,
    and limitations given by the product and its usage context, company goals, and designer
    capabilities.
    The subjective reports may consist of either qualitative (e.g. in-depth interviews, diaries)
    or quantitative (e.g. responses on rating scales, preference rank orders) data.
  • 12. An overview of contributing scientific disciplines
    Psychology: psychology of perception, cognitive psychology, and psychology of emotion...
    Social and behavioral sciences: psychological aesthetics, human factors, marketing, consumer science...
    Technical sciences: mechanical and material engineering, and human–computer interaction (HCI)...
    new domain of research: Product experience
  • 13. The Domain of Product Experience
    Philosophical aesthetics: aesthetic experiences and evaluations of ‘objects’,such as simple
    patterns, faces, paintings, and landscapes.
    The discipline of ergonomics or human factors: traditionally focuses on the usability of
    products; the perceptual and cognitive processes involved in product understanding,
    and to the physical or motor skills and processes enabling (or limiting) product use.
    • One of the ways in which products can be made easy to use is by making it
    self-evidenthow a product should be operated.
    • Subjective experiences arising from the use of products, including research on
    satisfaction, pleasure and comfort and convenience.
  • 14. Mechanical and material engineering: focused to studying, quantifying, andmodeling the
    relationship between technical/physical properties of artifacts and their sensorial and other
    subjectiveresponses in terms of meaning and aesthetics.
    Technology-driven research: In addition to how products can be created with new
    technologies that may be beneficial to potential users, there is a new shift fromusability
    research to user experience research, variously looking at experiences such as
    presence, fun, trust, or engagement, etc...
    Marketing studies: in the field of consumer research, research attention has shifted from
    information processing approaches with a focus on utilitarian value and price, to the
    emotional experiences associated with product consumption.
  • 15. Introducing Product Experience
    Hendrik N. J. Schifferstein, Paul Hekkert
    Merve AYDIN
    ID501 2011