Proceedings Article10.1145/1473018.1473052
Experience design for dummies
Evert-Jan R. G. Oppelaar,Elbert-Jan Hennipman,Gerrit C. van der Veer +2 more
- 16 Jan 2008
- pp 27
12
TL;DR: This paper provides a view on how to support the design for experience in those cases where a single designer or a design team is not fully equipped to do the job without help.
read more
Abstract: In this paper we explore the concept of experience and develop premises for the design for experience. In industrial practice designers frequently lack sufficient expertise to design for experience. We provide a view on how to support the design for experience in those cases where a single designer or a design team is not fully equipped to do the job without help. We will illustrate and validate our approach with a design case study from practice.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
Citations
Designing for player experience : How professional game developers communicate design visions
TL;DR: Designing for player experience: How professional game developers communicate design visions as discussed by the authors is a good starting point for this article, but it needs to be extended further to include player experience as well.
•Proceedings Article
User Experience: Buzzword or New Paradigm?
Dominique Scapin,Bernard Senach,Brigitte Trousse,Marc Pallot +3 more
- 30 Jan 2012
TL;DR: This paper explores User Experience, a rather novel and popular view on human-computer interaction, through an extensive review of the literature, and identifies a set of issues about the needs for increased User Experience maturity.
49
Designing for Player Experience : How Professional Game Developers Communicate Design Visions
Ulf Hagen
- 01 Jan 2010
TL;DR: Designing for Player Experience: How Professional Game Developers Communicate Design Visions as discussed by the authors describes how professional game developers communicate design visions with the player experience and how they design for player experience.
References
SUS: A 'Quick and Dirty' Usability Scale
John Brooke
- 11 Jun 1996
TL;DR: This chapter describes the System Usability Scale (SUS) a reliable, low-cost usability scale that can be used for global assessments of systems usability.
12.3K
•Journal Article
Welcome to the Experience Economy
B J Pine nd,James H. Gilmore +1 more
TL;DR: The authors offer five design principles that drive the creation of memorable experiences that engage all five senses to heighten the experience and thus make it more memorable.
4.3K
•Book
Emotional design : why we love (or hate) everyday things
Donald A. Norman
- 01 Jan 2004
TL;DR: In this paper, the authors make the connection between our emotions and how we relate to ordinary objects, from juicers to Jaguars, and argue that design experts have vastly underestimated the role of emotion on our experience of everyday objects.
3.8K
Interaction Analysis: Foundations and Practice
Brigitte Jordan,Austin Henderson +1 more
TL;DR: Video technology has been vital in establishing Interaction Analysis, which depends on the technology of audiovisual recording for its primary records and on playback capability for their analysis.
2.7K
•Book
Sketching User Experiences: Getting the Design Right and the Right Design
Bill Buxton
- 11 Apr 2007
TL;DR: Sketching User Experiences as mentioned in this paper is a collection of sketches of user interfaces that are used in the design process of new products and services. But design as described here depends on different skillsets-each essential, but on their own, none sufficient.
1.7K