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User Experience and Experience Design

by Marc Hassenzahl
Lecture Notes in Computer Science ()

Abstract

Experience Design is a remedy to this. It starts from the Why, tries to clarify the needs and emotions involved in an activity, the meaning, the experience. Only then, it determines functionality that is able to provide the experience (the What) and an appropriate way of putting the functionality to action (the How). Experience Design wants the Why, What and How to chime together, but with the Why, the needs and emotions, setting the tone (see Figure 7). This leads to products which are sensitive to the particularities of human experience. It leads to products able to tell enjoyable stories through their use or consumption the creation of meaningful experiences through appropriating a technology remains the responsibility of the "user". Experience Design stands for technology, which suggests meaningful, engaging, valuable, and aesthetically pleasing experiences in itself. We should definitely shift attention (and resources) from the development of new technologies to the conscious design of resulting experiences, from technology-driven innovations to human-driven innovations.

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Available from Marc Hassenzahl's profile on Mendeley.
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User Experience and Experience De...

Print page Or Save it as a PDF for your iPad, Kindle, or other e-book reader Help us improve the eBook/iPad/Kindle version by donating: See our wonderful donors! User Experience and Experience Design by Marc Hassenzahl I open my eyes. Lush light floods the room, birds chatter. It is only 6:30 o'clock in the morning, but I feel well-rested and alive time to get up, to brew some coffee. Are you jealous of my morning routine? Were you startled out of your sleep by a merciless alarm clock? Was it dark outside, no birds around, and did you feel groggy and bleary-eyed? This chapter is about experiences created and shaped through technology (aka User Experience) and how to deliberately design those. The wake-up experience created by an alarm clock substantially differs from the experience created by sunrise and happy birds. The question is whether we can create technology which understands the crucial features of sunrise and birds and which succeeds in delivering a similar experience, even when the sun refuses to shine and the birds have already left for Africa. In fact, the experience I described in the beginning was not created by sun and birds, but by Philips' Wake-Up Light. This is a crossing of an alarm clock and a bedside lamp. Half an hour before the set alarm, the lamp starts to brighten gradually, simulating sunrise. It reaches its maximum at the set wake-up time and then the electronic birds kick in to make sure that you really get up. Admittedly, it is a surrogate experience, but so are love stories and travel novels. It is artificial, but not vulgar. And more importantly, it substantially changes the way one wakes up. It changes the experience. The object itself, its form, is rather unremarkable (see Figure 1). Figure 1: Philips' Wake-Up Light. Copyright: Koninklijke Philips Electronics N.V. All Rights Reserved. See "Exceptions" on the page copyright notice. Download or view: Full resolution The Philips Wake-Up Light has nevertheless the power to "transcend its encasing" because its contribution is not one to the aesthetics of things, but to the aesthetics of experiences. This is the challenge designers and vendors of interactive products face: Experience or User Experience is not about good industrial design, multi-touch, or fancy interfaces. It is about transcending the material. It is about creating an experience through a device. I will start this chapter with a discussion of our Western societies' shift from the material to the experiential and the potential problems technology-oriented businesses have in accommodating this shift. User Experience and Experience Design can be a remedy to this by bringing experience to the fore. I then discuss Experience and User Experience to flesh out a view which has the potential to advance the way we will design future technologies. I end with some examples of Experience Design and finally offer a simple model of Why, What and How as a starting point for the enthusiastic Experience Designer. ser Experience and Experience Design http://www.interaction-design.org/printerfriendly/encyclopedia/user_experience_and_experience_design.html von 14 08.09.2011 11:42
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Video 1: Marc's introduction to User Experience and Experience Design. Copyright: See page copyright notice. View full screen version on youtube. Download the full movie file (185 MB) Video 2: Marc's advice on with experience in mind. Copyright: See page copyright notice. View full screen version on youtube. Download the full movie file (0) Video 3: Marc's main guidelines and ethical considerations. Copyright: See page copyright notice. View full screen version on youtube. Download the full movie file (0) Video 4: Future directions.designing Copyright: See page copyright notice. View full screen version on youtube. Download the full movie file (0) young Charlie faces a tough choice. He just found the last Whipple-Scrumptious Fudgemallow . (Figure 6). It is one of only five invitations to visit Willy Wonka's legendary chocolate factory. Charlie is promised a day full of "mystic and marvellous surprises that will entrance, delight, intrigue, astonish, and perplex beyond measure. In your wildest dreams you could not imagine that such things happen to you!" Figure 2: Charlie Bucket discovers his Golden Ticket. Copyright: Warner Bros.. All Rights Reserved. See "Exceptions" on the page copyright notice. Download or view: Full resolution But Charlie is poor. It is a freezing winter and the whole family of seven is living on not more than cabbagy meals and the occasional boiled potato. People already offered as much as $500 for the ticket. Wouldn't it be more sensible to forfeit Wonka's frivolous offer and to secure the money? In the end, Charlie took the ticket and was awarded with the most extraordinary experience of his life. Charlie chose the experience over the material. He could have had a winter coat or fire wood instead of the experience, but he already knew that only the visit to the chocolate factory has the power to add some meaning to his life. In fact, studies show that experiential purchases (i.e., the acquisition of an event to live through, such as a concert, a dinner, a journey) make people more happy than material purchases (i.e., the acquisition of tangible objects, such as clothing, jewellery, stereo equipment) of the same value (Boven and Gilovich 2003 Carter and Gilovich 2010). In a series of studies, Leaf van Boven and colleagues (2010) further uncovered stigmatizing stereotypes: Participants characterized people with a material orientation as self-centred, insecure, or judgmental, but people with an experiential orientation as humorous, friendly, open-minded, intelligent, caring, or outgoing. The seemingly negative stance towards the materialistic is an indication of a post-materialistic culture. Ronald Inglehart (1997) argued that societies in sustained periods of material wealth become increasingly interested in values such as personal improvement. They transform into highly individual Experience Societies (Schulze 1992 Schulze 2005) whose members equate happiness with the acquisition of positive life events. Decried as superficial and consumerist in the 80ties and 90ties of the last century, we now witness a version of the Experience Society which favours meaningful engagement to earning money and begins to dissociate experience and expenditure. Experiences are no longer supposed to be available at exotic places only. They can be close by: a day out in the sun, working the garden, a barbecue with friends, or a trip to the local flea market. In the foreword to the 2005 edition of his book, Gerhard Schulze (2005, p IX) mentions some signifiers of the new millennium's Experience Society: deceleration instead of acceleration, less instead of more, uniqueness instead of standardisation, concentration instead of diversion, and making instead of consuming. All these are not necessarily associated with material wealth. Admittedly, to develop a post-materialistic (i.e., experiential) orientation may require sufficient food, clothing, and shelter (Inglehart 1997 Maslow 1954). This is the gist of Charlie Bucket's dilemma: choosing a frivolous one-day experience in a chocolate factory over supporting his family with food and clothing seems almost immoral. However, while I agree that an experiential orientation in life requires some food, clothes and shelter as a necessary precondition (Inglehart 1997), I do not believe that it needs caviar, Gucci, and a chateau in the hills of the Cote d'Azur. Most of us in the developed countries have the basis for leading a post-materialistic life. Experience and business Though the transformation to a post-materialistic experience society has been recognized by business, as indicated by books such as The Experience Economy (Pine & Gilmore, 1999) or Experiential Marketing (Schmitt 1999), it still struggles with making sense of it. A good example is the music industry. While the number of concerts is still rising, record sales dropped considerably from 2000 and onwards. For example, Madonna's Confessions on a Dancefloor sold only 1.6 million copies, but her world tour generated about 200 million dollars. According to Pollstar (Bongiovann 2010), in 2009 the average ticket price for a top 100 act in the US was about $64, a CD made only $13.99. Typically, illegal digital downloads are made responsible for this effect. But the missing willingness to pay for music in the form of a tangible product may also be a consequence of shifting from a materialistic to an experiential orientation. Today the music itself matters, not ownership, argues Arthur Schock (2010), a booker for independent electronic artists, in a recent interview for Spiegel-Online. He reported on record release parties with 800 raving guests but only ten records sold afterwards. "Liking bears no relation to buying the CD," he concluded. On Creative Deconstruction Rich Huxley (2010) mused: "If we can all now make, distribute and sell music, to succeed we've got to differentiate ourselves from the crowd and give people something they can't get elsewhere. If we can give people something that isn't repeatable and isn't copyable then all the better. So, what's unique and not copyable? A feeling, or an experience." Instead of complaining about declining CD sales, the music industry must develop new, more experiential formats. Why aren't they? One of the main reasons why the music industry dislikes the shift away from the material is the limited scalability of experience. Once produced, a CD can be copied and sold in theoretically infinite quantities, while an artist can only play a limited number of concerts a year, with a limited number of paying attendants. As long as most industries and their strategies are still geared towards earning money by mass-producing and selling tangible objects, their take on the experiential is often not more than a feeble marketing strategy. For example, the German Telekom recently made "experiencing" its marketing claim ("Erleben, was verbindet"). The companion website promises to be a place for sharing memorable and unique experiences. But a close look reveals hardly more than the occasional sponsored live event interspersed with badly disguised attempts to sell standard products and services. Experience is considered a vehicle for marketing, but not understood as the very product that is sold. The transition from an economy of products and services to one of experience and transformation certainly requires more (Pine and Gilmore 1999). This is the challenge we face: Experience or User Experience is not about technology, industrial design, or interfaces. It is about creating a meaningful experience through a device. ser Experience and Experience Design http://www.interaction-design.org/printerfriendly/encyclopedia/user_experience_and_experience_design.html von 14 08.09.2011 11:42

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