User experience and user experience design: Difference between revisions

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Toward the conclusion in this [http://www.interaction-design.org/encyclopedia/user_experience_and_experience_design.html Encyclopedia of Interaction design article], Hassenzahl then defines experience with a simple three level conceptual model: The ''Why'', the ''what'' and the ''how''. {{quotation|It starts from the Why, tries to clarify the needs and emotions involved in an activity, the meaning, the experience. Only then, it determines functionality that is able to provide the experience (the What) and an appropriate way of putting the functionality to action (the How). Experience Design wants the Why, What and How to chime together, but with the Why, the needs and emotions, setting the tone}}.
Toward the conclusion in this [http://www.interaction-design.org/encyclopedia/user_experience_and_experience_design.html Encyclopedia of Interaction design article], Hassenzahl then defines experience with a simple three level conceptual model: The ''Why'', the ''what'' and the ''how''. {{quotation|It starts from the Why, tries to clarify the needs and emotions involved in an activity, the meaning, the experience. Only then, it determines functionality that is able to provide the experience (the What) and an appropriate way of putting the functionality to action (the How). Experience Design wants the Why, What and How to chime together, but with the Why, the needs and emotions, setting the tone}}.
The goal of user experience design ('''UXD''') can, according to [http://www.boxesandarrows.com/view/ux-design-planning Holger Maassen], be derived from socio-psychological scientist Kurt Lewin's equation of behaviour: B = f (P,E) ( B – Behaviour; f – Function; P – Person; E – Environment ).


See also: [[usability]], [[User interaction and user interface design]]
See also: [[usability]], [[User interaction and user interface design]]
== Composents of user experience design ==


== Bibliography ==
== Bibliography ==

Revision as of 14:54, 11 March 2011

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Introduction

User experience can be defined as what impact's on the user's perception of something, i.e. it relates to more subjective and emotional aspects. Philipps and Chaparro (2009), based on experimental research, argue that “An attractive homepage entices users to view more of the site and creates feelings of interest and initial satisfaction. If the homepage is unattractive, users do not appear to be interested, nor do they desire more interaction with the site. Designers must develop a homepage that not only attracts user’ attention but also engages them. This research suggests that an attractive site is more likely to pull in users than an unattractive site regardless of how well it is designed from a usability standpoint. An unattractive site, despite high usability, does not attract user interest and maintains low satisfaction.”.

“Experience is an almost overwhelmingly rich concept, with a long history of debate and many attempts to "define" it (Jay, 2004). I primarily focus on experiences as meaningful, personally encountered events (in German: "Erlebnis") and not so much on the knowledge gained through these events (in German: "Erfahrung"). These experiences are memorized stories of use and consumption and distinct from the immediate moment-by-moment experience (e.g., Forlizzi & Battarbee, 2004; Kahneman, 1999). While the immediate moment-by-moment experience is certainly interesting, memorized experience is of more practical relevance. This is simply because most of our waking time, we are feasting on vivid memories of the past (or anticipations) rather than on immediate pleasures.” (Hassenzahl, 2011).

Toward the conclusion in this Encyclopedia of Interaction design article, Hassenzahl then defines experience with a simple three level conceptual model: The Why, the what and the how. “It starts from the Why, tries to clarify the needs and emotions involved in an activity, the meaning, the experience. Only then, it determines functionality that is able to provide the experience (the What) and an appropriate way of putting the functionality to action (the How). Experience Design wants the Why, What and How to chime together, but with the Why, the needs and emotions, setting the tone”.

The goal of user experience design (UXD) can, according to Holger Maassen, be derived from socio-psychological scientist Kurt Lewin's equation of behaviour: B = f (P,E) ( B – Behaviour; f – Function; P – Person; E – Environment ).

See also: usability, User interaction and user interface design

Composents of user experience design

Bibliography

  • Jay, Martin (2006): Songs of Experience: Modern American and European Variations on a Universal Theme. University of California Press
  • Phillips, C. and Chaparro, B.S. 2009. Visual Appeal vs. Usability: Which One Influences User Perceptions of a Website More? SURL: Software Usability Research Laboratory, Wichita State University. Usability News, 11 (2). HTML/PDF