designing the intangible side of things
based in dept of industrial design, hands-on approach
ex: „needs and a practice“, fritz kalkbrenner concert, feeling close to each other and good music, pick up friends early, enjoy concert, drinks afterward → even highly personal experiences follow certain rules → experience patterns → shared consumption
requirements for an ideal experience based on concept of shared consumption
telling a story through tech is core of experience design
f.e.TV: studies → 80% of tv consumption in company of others, example: Mouse TV
anticipation phase, event, cooling off phase
material / technology shapes dialogue with the world through action
exp design is not about tech that feels good, but about the stories in their material form, stories are intangible but integral part
about spinning function and interaction through meaningful stories
what is an experience? Positive stories, summaries of episodes, make life meaningful and define us, are communicated and remembered
simple model based on action theroy is used:
what-level: functionality, do-goals
how-level: form and interaction, motor-goals
why-level: human needs and emotions, be-goals, emerging through activity
design decisions on first two levels impact why-level
actual utility if a product stems from the why-level of the interaction
aesthetics of interaction: design and reasearch need to be aware of their conceptual difference
know potential attriutes of interactuin on how-level is important (???)
needs-approach on why-level
interaction vocabulary on what and how level
needs approach: e.g. physical health, self esteem, security, etc (Maslow, Deci/Ryan)
Hassenzahl Diefenbach Görtz 2010 for interaction
scale by Sheldon 2001
enjoyment comes from: competence, relatedness, popularity, stimulation (curiosity, play, coincidence,..), security, meaning, autonomy (liberty, independence, etc)
all the info is written on „need cards“: feelings product could address and feelings that come up during experience
features and functionalities are alligned ti the specific need in focus. Experience design suggests to flip design process, don't think of product category, but of experience you wan tto create and how this feeling can be materialized.
Ex: MO. Loudspeaker that can also store playlists and create playlists out of various MOs. It has no display, no skip button. MO should encourage human social exchange via technology.
Needs serve as guides as well as inspiration to think of new ways of interaction.
Ex: CoffeeShaker: shaking a tube with weights that grinds coffee beans; hot cubes instead of ice cubes to heat water
interaction vocabulary (relates to the how-level): 11 dimensions, each consisting of term / anti-term (f.e. slow - fast), used to specify product profile, presented as a semantic differential questionnaire
ex: box for engagement ring, song is played and box slowly opened, giving you the time to think about the right words for the proposal
ex: questionnaire, asking people for favorite interactive device, interaction profile had to be specified by people, interaction attribute and experience had to be described as well as their relation.
Interaction vocabulary put into a tool-like presentation with attribute / anti-attribute on back and front of the card
goal of their research is to exmine how experiences emerge from interaction
Q1: is experience design considered to be a common sense way of thinking about design?
A: unfortunately not. Interaction designers often not so open minded. It often takes quite some time to get people involved.
Q2 (Pippa): we often think about the future with objects. Do you think ex.d. Provides designers with better tools to produce objects?
A: Depends on what you mean with future. Companies make a shift to experience design (???)
Q3: prj that explores emotional closeness.
A: technology a means to transport the need for filling (?)
Q4: MO-speakers. Will this product evolve further. Would a new version be different?
A: From fedbacks so far a new MO concept could be developed. Bt this specific project is closed and will not be developed further.
Q5: is there any vocabulary from outside experience design that could be useful?
A: I don't know, i have not researched into this so far.
Q6: designing experiences, constructing meanings, enrich vocabulary f.e. Through theatre performances (?) to cover broader range of meanings
Q7: ever used this approach to design services?