All posts about
User experience

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

Co-Experience

“This dissertation introduces an approach to understanding user experience that departs from the more traditional user or product centric approaches. This approach, co-experience, builds on an understanding of experience as social interaction. It focuses on how in and through social interaction experiences and their products come to find their place in people’s lives.” (Katja Battarbee – University of Art and Design Helsinki Dissertations)

Tutorial Review: Creating Passionate Users

“An industry that Kathy believes that we can learn from is the gaming industry. Game designers use two key techniques to keep players engaged in a game. First, they produce a state of flow. (…) flow is defined as the feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment. One situation that demonstrates flow is when we become so engrossed with something we are doing, we loose track of time. Secondly, game designers provide an experience spiral. Basically this involves using a compelling benefit to motivate players to complete the loop (the level).” (Kevin ShockeyONLamp.com)

Beyond the pixels: Consider the entire experience

“As a designer, I would love to be able to control more of the environment and experiences of my customers. Identically, as a business person, I would love to be able to control more of the environment and experiences of my customers. After all, the user experience is influenced by far more than the applications we are creating. And in order to best do our jobs, we must reach beyond our limited charge and traditional thinking to look at the problem in a more holistic way. It is what we get paid to do; it is part of what makes us designers.” (Dirk Knemeyer)

<interactions>: Whose profession is it anyway?

“The May + June issue of <interactions> is a special issue on ‘Whose profession is it anyway?’ – in part a reaction to some of the collaboration and cooperation discussions UXnet has been encouraging. This issue should be arriving in your mailbox any day now – it is also available in the ACM digital library where subscribers can download articles and non-subscribers can purchase items.” (UXnet) – my first pub in print.

The importance of seduction and curiosity

“The brain is tuned to mirror the behavior of others, so if your passionate curiosity is stronger than the other person’s passive disinterest, you have a chance to ‘infect’ the other person. It’s not just that you know what’s exciting, wonderful, fascinating about a topic — it’s that you genuinely feel it, and this is reflected in the way you talk about it, not just the actual content of your words. Passion breaks through.” (Kathy SierraCreating Passionate Users)

Getting Your Design Built

“Kim Goodwin spoke about a subject that is of great importance to all digital product designers—getting buy-in for our designs and ensuring that they get built. First, she enumerated various reasons why a product might not get built as designed or even get built at all—some of which are beyond our control—like shifting corporate priorities. However, the substance of her talk was about the many things that we can do to help set the proper scope for our projects and get buy-in for our designs.” (Pabini Gabriel-PetitBayDUX)