What is? What if? What works? What wows?
Phenomenology/Imagination – Lemon Activity
We were asked to stand up as behind our chairs and to stand straight with our eyes closed. Then we needed to imagine ourselves in our kitchens with a bowl of lemons. We were told to imagine ourselves holding a lemon and imagining the feeling the of lemon such as the weight and texture. Then we imagined picking up a knife and cutting this lemon in half thinking of the smell. We were then told to sit back down with eyes opened.
What is Experience Design?
User Interface – UI
User Experience – UX
The Three Types
Everyday – brushing teeth, driving, washing up, shower, eating/drinking
Recognised – winning the lottery, breaking a leg, writing, marriage, food preparation
Group Memory – waterpark, nightclub, DisneyLand, tennis, swimming
Balancing activity with partner
We got into groups of two then we were instructed that partner A held out their hands faced up and partner B rested their hands on top faced down. Then partner B lifts one leg using the partners hands to balance. We then swapped over so the other partner got the opportunity for the balancing part.
The Three Key Factors
- Cognition (knowing, mental understanding)
- Sensory Perception (physical, bodily feeling, touching, balance, senses)
- Emotion (“affective domain”, gut feeling or reaction, positive or negative)
We then proceeded to watch three videos in which we needed to analyse it in terms of the user by using the three key factors above.
Video 1: The Drinkable Book
2nd: Cognition – understanding how the drinkable book provides clean water by reading instructions for example.
3rd: Sensory Perception – using the drinkable book by setting it up and the feeling of clean work in their mouth.
1st: Emotion – positive reaction by being given something that can save your life for the next 4 years also knowing that its cheap and available.
Video 2: Fender American Design Experience
1st: Cognition – understanding the websites service thats available to you having a wide range of customisation.
3rd: Sensory Perception – receiving the guitar and holding/playing it for the first time experiencing the sound produced.
2nd: Emotion – the positive or negative feelings from receiving the guitar such as the colour coating quality for example.
Video 3: Hello Lamp Post
1st: Cognition – reading how to use the product such as the typing in the barcode for the app to function fully.
2nd: Sensory Perception – texting and talking to the everyday objects maybe listening if narration is added with the app.
3rd: Emotion – getting a positive emotion from getting a response from the objects around town and enjoying the unusual experience.
What do experiences have in common? How can we design for this?
- Active engagement in a physical sense, not just mentally.
- Loss of ego (self) and boundaries – no agenda (like an aesthetic experience).
- Designing for the experiences of others is like choreography or staging a show.
- Specific experienced cannot be guaranteed (like Intentional Fallacy).
- Experiences live (“read”) beyond the object/artefact. [Bill Moggridge of IDEO].
- Fluidity of experience and how it unfolds: – stages – time – narrative – intensity – objects – spaces – textures