Thursday, February 12, 2015

Thursday, 12 February

Behavioral, Flow, Ambient Music and Video, Soft Design, Brian Eno 


From current issue of UITS Monitor: What could go wrong there?

Review of "Flow" Concept:
  • What are the characteristics of a Flow state? 
  • When are you in a Flow State? 
  • How is the Flow concept relevant to Human-Computer Interaction Design? Be specific.  
"Reflection" definition in glossary is incorrect. According to Don Norman:
In my book Emotional Design, I proposed a framework for analyzing products in a holistic way to include their attractiveness, their behavior, and the image they present to the user -- and of the owner. In this work on design, these different aspects of a product were identified with different levels of processing by people: visceral, behavioral, and reflective. These three levels translate into three different kinds of design. Visceral design refers primarily to that initial impact, to its appearance. Behavioral design is about look and feel -- the total experience of using a product. And reflection is about ones thoughts afterwards, how it makes one feel, the image it portrays, the message it tells others about the owner's taste." (From http://www.jnd.org/dn.mss/emotional_design_pe.html)
 Are there any overall questions about Mini-Project 2?

Review Mini-Project 2: Emotional Design Analysis

Student Presentation of Interim Work
  • Jeremy Crawford
Paul Rodgers and Alex Milton reordered the principles, when summarizing them in their excellent book Product Design, as follows:
  1. Physio-pleasure, related to the senses, e.g. the smell of chocolates, the smooth, precise feel of a scroll wheel
  2. Psycho-pleasure, related to cognitive demands and emotional reactions, e.g. vinyl vs. MP3s
  3. Socio-pleasure, relationship and status associated with a product, e.g. BMW or a Rolex
  4. Ideo-pleasure, the most abstract or intellectual level, e.g. art, books, or music
(More on the origin of these terms can be found at: http://designerliness.blogspot.com/2013/08/the-four-effects-of-design-as-there.html)


Clino Trini Castelli: Soft Diagram

Brian Eno: Ambient Music, Video, and Installations


Video: http://vimeo.com/67252143
The main point of all of this -- it's not the "stuff" that matters, it's the experience that arises from interacting with the stuff. Start with the experience, the desired "feel," emotion -- and work backwards to the means to give rise to those feelings.

Homework for Tuesday, 17 February at 12:01 am through Assignments on Oncourse:
  • Complete Mini-Project 2: Emotional Design analysis
  • Complete Reading Response 5: Read from Universal Principles of Design “Mapping” (PDFs linked to blog) and UXD pp. 56 – 59:
  1. What is “mapping” in the UXD context? What is the key concept behind it? 
  2. Please give a good and bad example of mapping from your experience.
  3. What are metaphors and why are they important in UXD? Cite an IT metaphor from your own experience; explain how it works.
  4. What is fallibility? Why is it an important topic in UXD? Cite an example of each
    from your own interactions with IT. Be specific about they type of error that
    occurred and explain its cause using the rationale explained in the book.

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