All posts about
User experience

User experience is about how a person feels about using a product, system or service. (source: Wikipedia)

Who includes user experiences in large companies?

“This poster presents a case study in which Marketing and R&D departments of a large company collaborated in a context mapping project. Emphasis was placed on exploring who the results should be communicated to and in which way this communication should be conveyed. The presented case study shows that user experiences fit the domain of R&D, and that an intensive process involving various stakeholders throughout the organisation is necessary.” (Froukje Sleeswijk Visser and Pieter Jan Stappers – Include 2007 Papers, posters and workshops)

Interaction Experience: Pliability, Fluency and Other Experiential Qualities

“Everybody wants to design for good use experiences, but not many seem to know exactly what that means once we move beyond usability and usefulness. In this presentation, I introduce the notion of experiential qualities, which refers to attempts to characterize what ‘good use’ means for different genres of digital products and services. Two experiential qualities are introduced in more detail: (1) Pliability: the sense of captivating and malleable information in interactive visualizations, and (2) Fluency: a desirable characteristic in situations of multiple media streams fighting for the user’s attention.” (Jonas LöwgrenFromBusinessToButtons)

UX Design as Communities of Practice

Including slides and audio – “The cluster of practices and professions we’ve come to think of as supporting User Experience Design is still a new, strange territory for many of us. How does a person’s discipline define that person’s work? What skills, methods and tools should be the purview of a given role? It turns out that these are age-old issues among communities of learning and doing, i.e. communities of practice. The communities of practice model gives us a better language for discussing our roles, our work and the future of our respective practices and disciplines. It also gives us a useful way of thinking about how to design for particular kinds of collaboration, especially emergent, collective work in support of improving a practice.” (Andrew HintonAdaptive Path UX Week 2007)

Virtuosos of the Experience Domain PDF Logo

“There is a lot of talk lately about ‘Experience Design’. Companies sell experience design, but don’t define what it is. Online discussion groups debate who the virtuosos of the experience domain should be. Design educators wonder if they should be teaching it. And they wonder how they should be teaching it. (…) There is no such thing as experience design. You can’t design experience because experiencing is in people. You can design for experiencing, however. You can design the scaffolding or infrastructure that people can use to create their own experiences.” (Liz SandersMakeTools)

The best experiences aren’t designed. They’re composed.

“The most evocative experiences — those that have lasting power, that alter one’s perspectives, apprehension, appreciation, and actions — aren’t designed. They’re composed. The distinction isn’t subtle. Compositions are easy to identify and remember: everyone can cite his or her favorite composed experiences. Designs, for the most part, aren’t so easy to identify or remember. In many cases, they’re not even designed to be memorable; they’re designed to be imperceptible.” (Bob Jakobson – Total Experience)

XcD

“The scope of human-computer interaction design has widened to include concerns with fun, emotion, beauty, aesthetics and values. There is an increasing emphasis on holistic approaches to user experience and what is now called experience design. A number of frameworks and theoretical approaches to experience design have been developed and a range of methods and techniques have also been proposed. This website is part of the work carried out on the EPSRC grant Theory and Method for Experience Centred Design. This site links to our own work and that of others on theory and method for experience centred design or XcD as we seem to have started calling it.” (Mark A. Blythe)

Design for the Dream Economy

“After the eras of the Commodity Economy, the Manufacturing Economy, the Service Economy and the Information Economy, we have now entered the era of the Dream Economy.The key to success in the Dream Economy is an in-depth and holistic understanding of people. It’s not only about meeting people’’s practical needs, but also about meeting their aspirations and providing a positive emotional experience.” – (Pat Jordan – uiGarden.net)

An Audience of One: Creating Products for Very Small Workgroups

“As creators of digital user experiences, we must transform complex workflows and tasks into useful applications. Experts have written much about the UX design process as it applies to broad audiences, industry-specific vertical markets, and large corporate user groups. However, as our evolving information economy continues to encourage greater and greater specialization of job roles, there is an increased need for customized applications—digital systems that only a select few people will ever use.” (Jonathan FollettUXmatters)

User Experience and the Analysts

“As part of our ongoing research of the UX environment, we recently took a closer look at the six major analyst firms (Aberdeen, AMR, Forrester, Gartner, IDC, and Yankee). We were hoping to determine if the analysts were paying much attention to user experience, so we searched a variety of UX-related terms (21, to be precise) on their respective web sites. We then looked at which firms paid attention to which UX topics, how these firms stacked up against each other, and how they compared to the web’s overall UX consciousness.” (Louis Rosenfeld – Rosenfeld Media)

User Experience Strategy

“For while our work certainly supports incremental progress towards better usability, findability, and credibility, user experience methods are equally well-suited to disruptive innovation. In the deep dives of design research, we gain insight into the latent needs of users, and with our sketches, mental models, and prototypes we bring greater richness and depth to the exploration of possible, probable, and preferable futures.” (Peter MorvilleSemantic Studios)

On the ground running: Lessons from experience design

“Whether the emergence of a self-conscious experience design community reflects a canny land-grab on the part of a few visible and reasonably influential practitioners, an underlying recognition that our technosocial practices have transcended the rather limited model of the ‘user’ ultimately derived from old-school human-computer interaction studies, boredom with a thoroughly mapped landscape, or something else entirely, it’s undeniably been a successful way of framing things.” (Adam Greenfield – Speedbird)

What Does Rich Mean?

“Amid the hype of Web 2.0, ‘rich’ has become the prime buzzword for fresh, sexy digital products, marked by glossy buttons with AJAX actions. But what does rich really mean? Using the concepts of Classical rhetoric as a framework, Uday Gajendar looks to transcend the hype and dig into the value of richness for digital products.” (Uday GajendarBoxes and Arrows)

12 Theatrical Tools

“Everyone is talking about the experience economy, customer experience management, and experience design these days. The big idea is, in a world where all products are pretty good and all services are fairly decent, any one of them do the job well enough. So offerings become interchangeable – or commoditised – and can only compete on price.” (Adam Lawrence – Experience Design .de)