Framework of Product Experience

“In this paper, we introduce a general framework for product experience that applies to all affective responses that can be experienced in human-product interaction. Three distinct components or levels of product experiences are discussed: aesthetic experience, experience of meaning, and emotional experience. All three components are distinguished in having their own lawful underlying process. The aesthetic level involves a product’s capacity to delight one or more of our sensory modalities. The meaning level involves our ability to assign personality or other expressive characteristics and to assess the personal or symbolic significance of products. The emotional level involves those experiences that are typically considered in emotion psychology and in everyday language about emotions, such as love and anger, which are elicited by the appraised relational meaning of products. The framework indicates patterns for the processes that underlie the different types of affective product experiences, which are used to explain the personal and layered nature of product experience.” (Pieter Desmet & Paul HekkertInt.’l Journal of Design 1.1) – courtesy of markvanderbeeken

Interaction Design Style

“It’s been a little less than a week since my IA Summit presentation. To my great surprise, it went really well. In the next day or so I will be posting a summary of my experiences preparing and discussing my topic, which was, in a word, style. Many people came to me after my presentation asking me not only to post the slides themselves, but also to post the reading list since I did discuss a lot of books and sites that deeply influenced my thinking. So here’s all the stuff: (…)” (Christopher Fahey – graphpaper.com)

Effective Prototyping for Software Makers

“This book will help software makers – developers, designers, and architects – build effective prototypes every time: prototypes that convey enough information about the product at the appropriate time and thus set expectations appropriately. This practical, informative book will help anyone – whether or not one has artistic talent, access to special tools, or programming ability – to use good prototyping style, methods, and tools to build prototypes and manage for effective prototyping.” (The Book)

LEMTool: Measuring emotions during interaction

“The project is about developing a web based measurement tool to measure emotions during interactions with websites. This is a long sentence with many important words, but it’s basically about an appliance that helps web designers improve the user experience. A better experience will satisfy the user and will most likely improve his or her thoughts and certainly feelings about the owner of the website. All of this results in trust, loyalty, credibility, profitability and returning customers that are willing to purchase products.” (Kevin CapotaDesign & Emotion)

Experiencing and Experience

“Technology, from my father’s point of view, was always be an extension and enrichment of experience not a substitute for experience. (…) One of his great gifts as a speaker was the fact that he made you experience his ideas and carried you along with the connection between your experience and his experience. ‘Information is experience. Experience is information.'” (Allegra Fuller Snyder – The Buckminster Fuller Institute)

User Research Doesn’t Prove Anything

“Recently, I was reading through a sample chapter of a soon-to-be-published book. The book and author shall remain nameless, as shall the book’s topic. However, I was disappointed to read, in what otherwise appeared at first glance to be an interesting publication, a very general, sweeping statement to the effect that qualitative research doesn’t prove anything and, if you want proof, you should perform quantitative research. The author’s basic assumption was that qualitative research can’t prove anything, as it is based on small sample sizes, but quantitative research, using large sample sizes, does provide proof. This may come as a shock to everyone, but quantitative research does not provide proof of anything either.” (Steve BatyUXmatters)

Wireframing With Patterns

“When you’re starting out as an information architect (IA), being part of a strong community of fellow practitioners helps immensely. A little over a year ago, on Sunday, February 22, 2006, I participated in an informal workshop on wireframing techniques that took place here in Toronto. Bryce Johnson, Director of User Experience Design at Navantis Inc., facilitated and hosted the workshop at his workplace. The knowledge sharing and the wireframing best practices that emerged from the workshop, plus the sense of community I experienced there, helped me build a foundation as an information architect and got me started on developing my own design workflow. Now, I’d like to share the techniques I’ve learned with a broader community of information architects.” (Lindsay EllerbyUXmatters)

Winning Against Linux The Smart Way

Including related podcast – “Tune in to learn about how to proactively and effectively sell to Linux users in the mid-market space. We’ve recently completed Linux Persona market research that groups Linux users into 5 personas. Find out what each persona means and how you can use our new screening tool to profile your own customers. – (…) this tutorial will provide you with extensive interactive content that you may require as you apply the personas in the sales and marketing aspects of your business.” (Microsoft) – courtesy of slashdot