Teisha Foglia, Engineer at TM LtDoutstanding demonstration..convinced me to have a hardlook at my company model..great Teisha http://dashinghealth.com http://healthimplants.com2 years ago
Are you sure you want to
Objective Digital at Objective DigitalI agree with you. People now GET the importance of usability and many [ecommerce] sites are actually usable now. The only problem is that they are all the SAME! Just look at banking and government websites. Usability folks often ignore the importance of the 'creatives' in the process. Only by respecting their skills and partnering on projects will we be able to take the experience to the next level.5 years ago
Trevor van Gorp, Founder, Principal at affective design inc.Great overview of the emotion and design landscape and the relevant areas it touches on! I haven't seen too many people who are working in this area who have displayed this kind of broad understanding.
And from the look of your slides, I can see that you're practicing what you preach. ;-) I'm flattered that you included some of my ideas in your work. Thanks Stephen! 6 years ago
'Welcome aboard our Southwest Flight . To operate your seat belt, insert the metal tab into the buckle and pull tight. It works just like every other seat belt; and, if you don't know how to operate one, you probably shouldn't be out in public unsupervised.'
'The weather at our destination is 50 degrees with some broken clouds but we'll try to have them fixed before we arrive. Thank you, and remember, nobody loves you, or your money, more than Southwest Airlines.'
'We'll be dimming the lights in the cabin,' he says quickly. 'Pushing the light-bulb button will turn your reading light on. However, pushing the flight-attendant button will not turn your flight attendant on.'
There may be 50 ways to leave your lover, but there are only 4 ways out of this aircraft...'
'Ladies and gentlemen, if you wish to smoke, the smoking section on this airplane is on the wing and if You can light 'em, you can smoke 'em.' 6 years ago
Amit Ranjan, CoFounder at SlideShareThese look like very well crafted presentation slides. However just the slides may not give the specific context to viewers. It would be good if you could mention some background to the talk in the description section.
Creating Pleasurable Interfaces: Getting From Tasks to ExperiencesPresentation Transcript
Creating Pleasurable
Interfaces
Getting from Tasks to Experiences
presented by Stephen P. Anderson
STOP! You must be over 21
to view this presentation.
(just kidding)
Meaningful?
Emotional?
Creating Pleasurable
Desirable?
Interfaces
Getting from Tasks to Experiences
presented by Stephen P. Anderson
A story...
Interesting for another reason...
How does this evolution relate to
web interface design?
Joy of Use
Hedonic Design
Fun
Affective Computing
Emotional Interface
Persuasive
Pleasure
Design Narrative User
Interfaces
Social Computing
Funology
Seduction
Emotional Design
Desirability
Beauty, goodness,
and usability
Scent
Good interaction design focuses
on what people want to...
✓ Know (content, good IA)
✓ Do (tasks, UI Design)
? Feel... “feel?#!!??”
"At this point in experience design’s
evolution, satisfaction ought to be the
norm, and delight ought to be the goal. So
how do we do this as experience design
professionals? If the word “experience” is
in your title or department, it implies you’re
considering these issues."
Parish Hanna (2002)
“I am finally seeing that concept [whole
product design] come to fruition as we
move from a focus on product usability,
where ease of learning, ease of use, and
satisfaction with the interface and
documentation are paramount, to broader
issues that include branding, aesthetics,
fun, and pleasure. This evolution follows
a hierarchy of user needs...”
(2005) Chauncey E. Wilson
"Usability and User Experience Design: The Next Decade"
SUBJECTIVE / QUALITATIVE
Focused on
Experiences
(People, Activities, Context)
Have a believable story
Co-create value with customers
Connect people in community
Prioritize Aesthetics (no, not Graphic Design)
Are part of a bigger system (visual, behaviors, sounds, psychology)
Appeal to emotional, spiritual, and Design for FLOW (boredom vs anxiety)
social values
Leverage Game Mechanics/Learning Theory
Create a tolerance for faults at (completeness)
lower levels
Have a Personality
Are tied to a person’s self-image,
Meaningful Create conversational and context aware
highly personal
interactions
Has personal significance
(“Adaptive Interfaces”; narrative IA structures)
Pleasurable Elicit Desire
(Limited availability, limited access, curious and
Memorable experience worth sharing
seductive experiences)
Simplify, organize, and clarify
Convenient
information THIS IS THE “CHASM” THAT
HARD FOR ORGANIZAT
Display information visually Super easy to use, works like I think
Reduce features and complexity
Usable
Are easier to understand
Creating Pleasu
Can be used without difficulty
Use language for more natural
Getting fom Tas
Reliable
interactions
Add features that support desired Is available and accurate
behaviors (offline browsing) presented by Stephen P.
Functional (Useful)
Works as programmed
Focused on
Tasks
(Products, Features)
OBJECTIVE / QUANTIFIABLE
Let’s clear the air...
Marketers were half right.
&
Usable + Useful ≠ Desirable
Some things I’ve learned...
All of this...
1. Is not new -- this has been a popular topic in
academia for years (Jakob Nielson was writing about
"Seductive User Interfaces" in 1996)
2. Is given no attention in corporate environments (that
I’ve seen)
3. Is being done (implicitly) within the ‘Web2.0’
community (if only because people are asking, "What
would I want to use? How would I want it to work?")
4. Requires inverting the process
5. Is difficult to sell and seen as a luxury (it’s critical)
6. Is highly subjective and personal, with centuries of
different opinions... (since at least the Greeks, with
discussions of beauty)
The ‘Levels’
Usable
Can be used without difficulty
Reliable
Is available and accurate
Functional (Useful)
Works as programmed
Focused on
Tasks
(Products, Features)
OBJECTIVE / QUANTIFIABLE
Pleasurable
Memorable experience worth sharing
Convenient THIS IS TH
HARD
Super easy to use, works like I think
Usable
Can be used without difficulty
Reliable
Is available and accurate
Functional (Useful)
Works as programmed
“Once their requirements for functionality and reliability have been
met, customers begin to redefine what is not good enough. What
becomes not good enough is that customers can’t get exactly what
they want exactly when they need it, as conveniently as possible.
Customers become willing to pay premium prices for improved
performance along this new trajectory of innovation in speed,
convenience, and customization.”
- Clayton Christensen, The Innovator’s Solution
Meaningful
Has personal significance
Pleasurable
Memorable experience worth sharing
Convenient THIS IS TH
HARD
Super easy to use, works like I think
Usable
Can be used without difficulty
Reliable
Is available and accurate
Functional (Useful)
16826054074
+1 682 605 4074
Most of ‘convenient’ is Information design.
Somewhere in limbo between usability,
information architecture, visual design.
...that guide
and clarify
http://www.lukew.com/resources/articles/web_forms.html
http://www.lukew.com/ff/entry.asp?246
it’s simplifying
what you ask
for...
...and it’s simplifying how
you present things
...and offering visual cues
And also information visualization...
http://www.farecast.com/
http://www.filebrowse.com/
and yes, more tech stuff...
better performance
the ability (for web applications) to work offline
single-sign on
not having to reload a page, especially for simple edits.
Meaningful
Has personal significance
Pleasurable
Memorable experience worth sharing
Convenient THIS IS TH
HARD
Super easy to use, works like I think
Usable
Can be used without difficulty
Reliable
Pleasurable interfaces...
place an importance on aesthetics.
How do we select
our cars? Why is
decorating our
homes so
important?
Aesthetics:
More than just visual design,
anything that appeals to the senses.
Recognize this sound?
“ba bump ba bump ba bump”
Aesthetics:
More than just visual design,
anything that appeals to the senses.
More about the psychological
response to sensory stimulus,
than the actual trigger.
“Aesthetics (also spelled esthetics or æsthetics)
is a branch of value theory which studies
sensory or sensori-emotional values, sometimes
called judgments of sentiment or taste.”
Aesthetics are not
necessarily a luxury
but more of a basic
human need.
Why buy a green burka if you’re a poor
peasant who already has two blue ones?
Why paint your nails red if you’re a destitute
widow begging on the streets? These
indulgences seem wasteful and irrational,
just the sort of false needs encouraged by
commercial manipulation. Yet, liberated
Kabul had no ubiquitous advertising or
elaborate marketing campaigns. Maybe our
desires for impractical decoration and
meaningless fashion don’t come from
Madison Avenue after all.
-Virginia Postrel
“Attractive things
work better.”
Pleasurable interfaces...
are fun to play with!
Yes, Behaviors. AJAX. RIA.
Why are Goggle earth, Google maps (maps.google.com), the Beta
version of Yahoo! maps (maps.yahoo.com/beta) and Microsoft’s
Windows Live (local.live.com) so compelling, addictive, delightful?
They provide the same information as the older, static maps from
Yahoo!, MapQuest, MSN, and others, and the very same driving
directions. They aren’t any more usable or easy to understand than
the older, more static sites – some people have even found them more
difficult, especially in their beta deployments. But they are more fun
and engaging...
The immediacy of response is both fun and useful. The fluidity of the
graphics is engaging. These are visceral experiences: viscerally
exciting websites. The traditional map sites, with sensible, reasonable
interaction and instructions are behaviorally appropriate, but they lack
excitement. I believe that a good deal of the visceral excitement
comes from the graceful movements.
Donald Norman: "Emotionally-Centered Design"
http://www.jnd.org/dn.mss/emotionallycentered.html
Pleasurable interfaces...
are subtle influencers
“Ambient Signifiers”
http://www.boxesandarrows.com/view/ambient_signifi
Pleasurable interfaces...
have personalities:
“Dominant vs Submissive.”
• People attribute personality to
products based on their appearance
and how they interact (Reeves and Nass 1989)
http://www.affectivedesign.org/ http://iasummit.org/2006/conferencedescrip.htm#88
I Hate it as i am on dial up
this dude seems to bounce
forever.Sometimes i wish i
had a virtual pin to pop the
bouncing ball would be a
laugh to see him fall off.
Pleasurable interfaces...
offer interesting, human conversations
http://www.simplyhired.com/
http://www.last.fm/
http://logopond.com/resources/
these guys are poor
conversationalists
better, but...
"Welcome aboard our Southwest Flight . To
operate your seat belt, insert the metal tab into
the buckle and pull tight. It works just like every
other seat belt; and, if you don't know how to
operate one, you probably shouldn't be out in
public unsupervised."
"The weather at our destination is 50 degrees
with some broken clouds but we'll try to have
them fixed before we arrive. Thank you, and
remember, nobody loves you, or your money,
more than Southwest Airlines."
Pleasurable interfaces...
...don’t have to be so darn ‘nice’ all the time.
"We'll be dimming the lights in the cabin," he
says quickly. "Pushing the light-bulb button
will turn your reading light on. However,
pushing the flight-attendant button will not
turn your flight attendant on."
There may be 50 ways to leave your
lover, but there are only 4 ways out
of this aircraft..."
"Ladies and gentlemen, if you wish to
smoke, the smoking section on this
airplane is on the wing and if You can light
'em, you can smoke 'em."
http://gosw.about.com/od/resortsandtours/a/swjokes.htm
Pleasurable interfaces...
arouse curiosity
(tease people)
http://www.stolen.la/jessey
Pleasurable interfaces...
...keep you coming back for more!
Pleasurable interfaces...
make you laugh
Pleasurable interfaces...
create ‘FLOW’
Pleasurable interfaces...
can learn a lot game interfaces
http://www.linkedin.com/
Typology of Cognitive Pleasures
(in no particular order)
1. Discovery
User experience as exploration of new territory
2. Challenge
User experience as obstacles to overcome, goals lying just
beyond current skill and knowledge levels
3. Narrative
User experience as story arc (user on hero's journey) and
character identification
4. Self-expression
User experience as self-discovery and creativity
5. Social framework
User experience as an opportunity for interaction/fellowship
with others
6. Cognitive Arousal
User experience as brain teaser
7. Thrill
User experience as risk-taking with a safety net
8. Sensation
User experience as sensory stimulation
9. Triumph
User experience as opportunity to kick ass
10. Flow
User experience as opportunity for complete concentration,
extreme focus, lack of self-awareness
11. Accomplishment
User experience as opportunity for productivity and success
12. Fantasy
User experience as alternate reality
13. Learning
User experience as opportunity for growth and improvement
http://headrush.typepad.com/creating_passionate_users/2006/04/cognitive_seduc.html
Meaningful
Has personal significance
Pleasurable
Memorable experience worth sharing
Convenient THIS IS THE
HARD F
Q: How do you know if
something has meaning’?
A: It’s the only option.
=
What makes
something meaningful?
If you want to create meaning...
have a story that people believe in
SUBJECTIVE / QUALITATIVE
SUBJECTIVE / QUALITATIVE
Focused on
Experiences
Focused on
Experiences
(People, Activities, Context)
(People, Activities, Context)
A product
can be...
Meaningful
Meaningful
Has personal significance
Has personal significance
Pleasurable
Pleasurable
without being...
Memorable experience worth sharing
Memorable experience worth sharing
Convenient THIS IS THE “CHASM” THAT IS REALLY, REALLY
Convenient HARD FOR ORGANIZATIONS TO CROSS
Super easy to use, works like I think THIS IS THE “CHASM” THAT IS REALLY, REALLY
HARD FOR ORGANIZATIONS TO CROSS
Super easy to use, works like I think
Usable
Usable
Can be used without difficulty
Can be used without difficulty
Reliable
Reliable
Is available and accurate
Is available and accurate
Functional (Useful)
Functional (Useful)
Works as programmed
Works as programmed
Focused on
Tasks
Focused on
Tasks
(Products, Features)
(Products, Features)
OBJECTIVE / QUANTIFIABLE
OBJECTIVE / QUANTIFIABLE
If you want to create meaning...
Connect people
“We’re social animals”
If you want to create meaning...
have really meaningful stories
’80s ’90s ’00s
Consumer Meaningful
Brands
Experiences Experiences
“Toward meaningful brand experiences” David W. Norton, PhD, Vice President, Experience Strategy and Research, Yamamoto Moss
“Toward meaningful brand experiences” David W. Norton, PhD, Vice President, Experience Strategy and Research, Yamamoto Moss
If you want to create meaning...
Co-create value with your customers
If you want to create meaning...
limit availability or access
If you want to create meaning...
(I’ll stop here)
So, what have we learned?
Interfaces DON’T have to be...
• easy
• nice, or
• consistent
Some closing advice?
•
Start collecting more examples, for ideas
•
Invert the design process: think from the "outside in"
Start with the experience, work backwards from there... forget internal politics,
constrainsts, packages, and products-- just think ideal experiences, and THEN
figure out how to fit the technology and politics to that experience
•
Roleplay: “If I was the customer, what would I want?”
•
Identify things that make you smile [cry, surprised, curious,
delighted, etc. ] in the real world. Deconstruct these. Then
figure out how to introduce similar ideas to your virtual
product.
•
Consider the “entire experience” - your product / service is part
of a larger context.
•
Start learning more about psychology... (or at least learn some
basic principles)
Questions?
All slides will be posted at:
www.poetpainter.com
Usability folks often ignore the importance of the 'creatives' in the process. Only by respecting their skills and partnering on projects will we be able to take the experience to the next level. 5 years ago
And from the look of your slides, I can see that you're practicing what you preach. ;-) I'm flattered that you included some of my ideas in your work. Thanks Stephen!
6 years ago
http://gosw.about.com/od/resortsandtours/a/swjokes.htm
'Welcome aboard our Southwest Flight . To operate your seat belt, insert the metal tab into the buckle and pull tight. It works just like every other seat belt; and, if you don't know how to operate one, you probably shouldn't be out in public unsupervised.'
'The weather at our destination is 50 degrees with some broken clouds but we'll try to have them fixed before we arrive. Thank you, and remember, nobody loves you, or your money, more than Southwest Airlines.'
'We'll be dimming the lights in the cabin,' he says quickly. 'Pushing the light-bulb button will turn your reading light on. However, pushing the flight-attendant button will not turn your flight attendant on.'
There may be 50 ways to leave your lover, but there are only 4 ways out of this aircraft...'
'Ladies and gentlemen, if you wish to smoke, the smoking section on this airplane is on the wing and if You can light 'em, you can smoke 'em.' 6 years ago
6 years ago