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Experience Design : Technology for All the Right Reasons
Marc Hassenzahl
- 07 Jul 2010
582
TL;DR: In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -six criteria for what makes a good cut.
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Abstract: In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design
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Citations
From the definition of user experience to a framework to classify its applications in design
Aurora Berni,Yuri Borgianni +1 more
- 01 Aug 2021
TL;DR: This work preliminarily investigated how UX is dealt with in design by mapping a sample of UX-related experimental articles published in design journals, and classified UX case studies based on the framework to individuate the UXs that emerge most frequently and the most studied ones in the design field.
47
From product concept to user experience: exploring UX potentials at early product stages
Sandra Sproll,Matthias Peissner,Christina Sturm +2 more
- 16 Oct 2010
TL;DR: The results show that this new approach enables users to evaluate the potential UX of products in their daily routines and is promising for identifying new product attributes and even new product ideas based on a positive UX.
43
A review: accessible technology through participatory design.
TL;DR: A conceptual participatory design through accessibility technology solutions is presented, considering the design experience to be an essential factor in communication processes, and it is essential that people with disabilities collaborate with experts from a range of disciplines to identify problem-solving patterns.
41
The Thing and I (Summer of ’17 Remix)
Marc Hassenzahl
- 01 Jan 2018
TL;DR: More than 25 years ago, the Human-Computer Interaction (HCI) community found an interest in what was at that time considered a slightly esoteric concept: user experience (UX).
41
Design for Pride in the Workplace.
Yichen Lu,Virpi Roto +1 more
- 04 Jul 2016
TL;DR: The design strategies for dynamics of pride in the workplace varying from evoking self-achievement in individual interactions with tools to maintaining long-term motivation of self-competence development, and from highlighting one’s contribution in face-to-face collaborative work facilitated by interactive tools to fostering co-experience of organizational pride throughout social events.
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