Delight in the User Experience: Form and PlaceOmar Sosa-Tzec
This paper elaborates on delight in UX by drawing on existing knowledge and theory on emotion and experience. The multiple formulations and discussions of delight in UX demonstrate its significance for the UX design community. However, it appears unclear what delight specifically is and how it particularly differs from pleasure, which designers use interchangeably with delight. This paper argues that pleasure and delight are distinct, and posits delight as the combination of joy with surprise or captivation, which leads the user to experience a wow! or yay! moment, respectively. The paper also posits that a designer’s intended delight—how she envisions the product causing delight—may differ from the user’s experienced delight—the wow! and yay! moments—during the UX as such delight is assimilated by the user and affects her expectations concerning the delightfulness of using interactive products. Nevertheless, this same assimilated delight encourages continuous use of such products.
Delight by Motion: Investigating the Role of Animation in MicrointeractionsOmar Sosa-Tzec
This paper focuses on the role of animation in making microinteractions delightful. We first draw on customer experience literature to propose that a microinteraction is delightful when it surprises, captivates, and communicates need fulfillment. Following this notion and drawing on social semiotics, we analyze a collection of examples of microinteractions posted on dribbble.com. Observations derived from this analysis show that animation contributes to a microinteraction’s delightfulness by contextualizing, clarifying, metaphorizing, and creating a micro-narrative around its purpose, development, or outcome. A microinteraction’s animation has the power to produce “aha! moments,” in which the user notices something meaningful concerning her goals, actions, and expectations, and about the context of use. As microinteractions seriously influence the user experience, it becomes imperative to promote motion design literacy, including identifying strategies and tropes for user interface animation, among UI/UX designers.
Paper presented in MoDE 21 Motion Design Education Summit (online conference) on June 11, 2021
Contemporary Theories in Design Research
Master Program of Innovation and Design,Department of Industrial Design,National Taipei University of Technology
Affective use or emotional use/design both mean the same thing, and in reality were going to be using both terms interchangeably. However, you should be thinking of emotional use in more specific terms; the more specialized term of affective use. This is because the concept of emotional design is much broader than we need to address at the interface / interactive level.
Delight in the User Experience: Form and PlaceOmar Sosa-Tzec
This paper elaborates on delight in UX by drawing on existing knowledge and theory on emotion and experience. The multiple formulations and discussions of delight in UX demonstrate its significance for the UX design community. However, it appears unclear what delight specifically is and how it particularly differs from pleasure, which designers use interchangeably with delight. This paper argues that pleasure and delight are distinct, and posits delight as the combination of joy with surprise or captivation, which leads the user to experience a wow! or yay! moment, respectively. The paper also posits that a designer’s intended delight—how she envisions the product causing delight—may differ from the user’s experienced delight—the wow! and yay! moments—during the UX as such delight is assimilated by the user and affects her expectations concerning the delightfulness of using interactive products. Nevertheless, this same assimilated delight encourages continuous use of such products.
Delight by Motion: Investigating the Role of Animation in MicrointeractionsOmar Sosa-Tzec
This paper focuses on the role of animation in making microinteractions delightful. We first draw on customer experience literature to propose that a microinteraction is delightful when it surprises, captivates, and communicates need fulfillment. Following this notion and drawing on social semiotics, we analyze a collection of examples of microinteractions posted on dribbble.com. Observations derived from this analysis show that animation contributes to a microinteraction’s delightfulness by contextualizing, clarifying, metaphorizing, and creating a micro-narrative around its purpose, development, or outcome. A microinteraction’s animation has the power to produce “aha! moments,” in which the user notices something meaningful concerning her goals, actions, and expectations, and about the context of use. As microinteractions seriously influence the user experience, it becomes imperative to promote motion design literacy, including identifying strategies and tropes for user interface animation, among UI/UX designers.
Paper presented in MoDE 21 Motion Design Education Summit (online conference) on June 11, 2021
Contemporary Theories in Design Research
Master Program of Innovation and Design,Department of Industrial Design,National Taipei University of Technology
Affective use or emotional use/design both mean the same thing, and in reality were going to be using both terms interchangeably. However, you should be thinking of emotional use in more specific terms; the more specialized term of affective use. This is because the concept of emotional design is much broader than we need to address at the interface / interactive level.
Design and Engineering-Module 5: User Centered and Product Centered Design, C...Naseel Ibnu Azeez
Product centred and user centred design. Product centred
attributes and user centred attributes. Bringing the two
closer. Example: Smartphone. Aesthetics and ergonomics.
Value engineering, Concurrent engineering, Reverse
engineering in design; Culture based design; Architectural
designs; Motifs and cultural background; Tradition and
design;
Study the evolution of Wet grinders; Printed motifs; Role
of colours in design.
Ariana Koblitz: case book of physical product designAriana Koblitz
Find here a collection of projects that give a quick look into the tools of my trade. As part of the engineering school, I had access to a full array of manufacturing tools and methods.
These helped me prototype both rough and final versions of the projects I worked on while studying Product Design at Stanford University.
This presentation gives a brief overview of user experience design and important principles of user-friendly design. Meant for those just starting in the UX space or looking to improve their knowledge!
Topics covered include:
What is user experience?
Different research techniques: when to do what type of research, how to formulate strong questions
Creating a persona
Problem statements
And more!
Read the presenter's notes to get the full experience.
10 Principles to Build an Addictive Product and ServiceBorrys Hasian
There are about 2.6m apps on the Play Store. That’s 2 with six 0’s.
How do you drive users to start using your app, become engaged, gain value from it, and keep coming back?
Role-playing as a method for socially-mediated design exploration and problem solving. Designers play the role of an imagined solution to reveal underlying user needs.
Interaction Design graduate thesis at the University of Kansas
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Design and Engineering-Module 5: User Centered and Product Centered Design, C...Naseel Ibnu Azeez
Product centred and user centred design. Product centred
attributes and user centred attributes. Bringing the two
closer. Example: Smartphone. Aesthetics and ergonomics.
Value engineering, Concurrent engineering, Reverse
engineering in design; Culture based design; Architectural
designs; Motifs and cultural background; Tradition and
design;
Study the evolution of Wet grinders; Printed motifs; Role
of colours in design.
Ariana Koblitz: case book of physical product designAriana Koblitz
Find here a collection of projects that give a quick look into the tools of my trade. As part of the engineering school, I had access to a full array of manufacturing tools and methods.
These helped me prototype both rough and final versions of the projects I worked on while studying Product Design at Stanford University.
This presentation gives a brief overview of user experience design and important principles of user-friendly design. Meant for those just starting in the UX space or looking to improve their knowledge!
Topics covered include:
What is user experience?
Different research techniques: when to do what type of research, how to formulate strong questions
Creating a persona
Problem statements
And more!
Read the presenter's notes to get the full experience.
10 Principles to Build an Addictive Product and ServiceBorrys Hasian
There are about 2.6m apps on the Play Store. That’s 2 with six 0’s.
How do you drive users to start using your app, become engaged, gain value from it, and keep coming back?
Role-playing as a method for socially-mediated design exploration and problem solving. Designers play the role of an imagined solution to reveal underlying user needs.
Interaction Design graduate thesis at the University of Kansas
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
IEA2021 pre-print proceeding "A Human-Centered Design Procedure for Conceptualization Using Virtual Reality Prototyping Applied in an Inflight Lavatory"
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
2. 2
Model of Aesthetic Preference
What makes a product good listen to, pleasant to touch or use and nice to smell (or even taste)?
-The perception level: unity-in-variety
-The cognitive level: typicality-in-novelty
-The social level: connectedness in uniqueness
3. 3
Maximum Effect for
Minimum Means: the
Aesthetics of Efficiency
da Silva, O., Crilly, N., & Hekkert, P. (2016). Maximum effect for minimum
means: The aesthetics of efficiency. Design Issues, 32(1), 41-51.
4. 4
How do you like these Designs?
https://www.menti.com/i4seopn2ou
6. 6
How do you like these Designs?
https://www.menti.com/i4seopn2ou
The light
switch
encourage
energy
conservation
by showing a
disrupted
visual pattern
The drink cups
trigger human
interaction
because they
are unstable
unless
rearranged all
together
The wall clock
encourage
prison inmates
to express
themselves by
providing them
with a “skin to
tattoo”; it also
reminds people
to better
appreciate time
The water bottle
reduces plastic
waste by
encouraging to
avoid buying
bottled drinks; it
also promote
drinking tap
water
8. 8
Aesthetic Appreciation
• The aesthetic judgment of an artifact is
typically interpreted as an evaluation of
the artifact’s sensory properties.
• Aesthetic appreciation of an artifact can
be influenced by knowledge of the
artifact’s purpose.
9. 9
Two different ways to appreciate
an artifact
• Their effect/ functionality
• The way they achieve their effect / functionality
“beauty does not necessarily lie in the best looking, but in the best acting”—
Michael Faraday (1861)
10. 10
MEMM principle: maximum effect
for minimum means
• “Economy”, “efficiency”, “Occam’s razor” in
product design
• MEMM governs people’s aesthetic appreciation
of a wide range of things, including:
– Line drawing, literary metaphor, logical arguments,
chess moves, architectural works, tennis serves,
science experiments and mathematical demonstration
• “The most” with “the least” vs. “less is more”
• Means-effect relationship
12. 12
Basics of the MEMM judgment
• The Beauty in Conciseness: Minimalism
• MEMM: the aesthetic judgment of a product is a judgment
not of the product itself, but of the relationship between
the product and the effect that it has.
• If a certain effect is desired in the world, then a product
can be designed as the means by which that effect is
realized.
• Designers exploit various resources to achieve the effects
they want.
• The perception of just one salient aspect as being minimal
can suffice for a product to be judged minimal overall.
13. 13
Basic MEMM to Complexity
“Proximal effect” and “distal effects”
Maximal effect: more than one effect
M-E and M-M-E
14. 14
Complex MEMM
• “The aesthetic value of a knife consists not only of its visual qualities, but
also of its feeling in my hand, determined by its surface texture, weight,
and balance,
• but most importantly by how smoothly and effortlessly I can cut an object
because of the material, shape, length, texture, and weight of the blade
and handle.” Saito, 2007, p. 27
Hekkert, P. (2017). PUUE lecture note. Pp. 6
16. 16
How to measure
aesthetic pleasure for
designed artifacts?
Blijlevens, J., Thurgood, C., Hekkert, P., Chen, L.-L., Leder, H., & Whitfield, T. W. A. (2017). The Aesthetic
Pleasure in Design Scale: The development of a scale to measure aesthetic pleasure for designed artifacts.
Psychology of Aesthetics, Creativity, and the Arts, 11(1), 86–98. https://doi.org/10.1037/aca0000098
17. 17
• AESTHETIC PLEASURE or BEAUTY
= the successful co-existence or
reconciliation between ‘safety’ (e.g.
neophobia, familiarity, smoothness) and
‘accomplishment’ (e.g. neophilia, novelty,
naturalness)
19. 19
Aesthetic Pleasure Scale (camera as
an example)
English Mandarin English Mandarin
Visually, . . . 在外觀視覺上 Novelty
. . . this is a beautiful camera 這是一台漂亮的相機 . . . this is a novel camera 這是一台新奇的相機
. . . this is an attractive camera 這是一台具有吸引力的相機 . . . this design is original 這個設計是原創的
. . . this camera is pleasing to see 這台相機看起來讓人感到愉
快
. . . this is a new example of a
camera
這是一個新的相機案例
. . . this camera is nice to see 這台相機看起來不錯 . . . this design is innovative 這個設計是創新的
. . . I like to look at this camera 我喜歡注視這台相機 Unity
Typicality . . . this is a unified design 這個設計是一致的
. . . this is a typical camera 這是一台典型的相機 . . . this is an orderly design 這是一個整齊有序的設計
. . . this is representative of a camera 這是一台具有代表性的相機 . . . this is a coherent design 這是個連貫有條理的設計
. . . this design is common for a camera 這個設計對相機而言是常見
的
Variety
. . . this is a standard design 這是一個標準的設計 . . . this design is made of different
parts
這個設計是由不同元件形成的
. . . this is characteristic of a camera 這具有相機特徵 . . . this design conveys variety 這個設計傳達出多樣性
. . . this design is rich in elements 這個設計有豐富多元的元素
29. 29
References
• Lidwell, W., Holden, K., & Butler, J. (2010). Universal principles of
design, revised and updated: 125 ways to enhance usability, influence
perception, increase appeal, make better design decisions, and teach
through design. Rockport Pub.