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Experience design : technology for all the right reasons /

By: Hassenzahl, Marc.
Material type: materialTypeLabelBookSeries: Synthesis lectures on human-centered informatics: # 8.Publisher: San Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) : Morgan & Claypool Publishers, c2010Description: 1 electronic text (viii, 85 p. : ill.) : digital file.ISBN: 9781608450480 (electronic bk.).Uniform titles: Synthesis digital library of engineering and computer science. Subject(s): User-centered system design | Human-computer interaction | Web sites -- Design | Web site developmentDDC classification: 004.019 Online resources: Abstract with links to resource Also available in print.
Contents:
1. Follow me! -- A first glance on experience -- A note on the uniqueness and irreducibility of experience -- Experience from a design perspective -- Experience as emergent, yet shapeable -- Essence of the chapter --
2. Crucial properties of experience -- Subjective (versus objective) -- Holistic (versus instrumental) -- Situated (versus abstract) -- Dynamic (versus static) -- And finally, positive (aka worthwhile) -- Essence of the chapter --
3. Three good reasons to consider experience -- Experiences are self-defining -- Experiences make us happier -- Experiences motivate -- The essence of the chapter --
4. A model of experience -- Motives and action -- Categories of needs equals categories of experiences -- From needs to products -- Pragmatic versus hedonic: what is more important -- Do needs have different priorities -- A brief note on evaluation -- The essence of the chapter --
5. Reflections on experience design -- Our Menschenbild -- Normative powers of design -- Experience before product -- Bridging the gap between experiences, needs, and products -- Theory-inspired design -- The essence of the chapter -- Bibliography -- Author's biography.
Abstract: In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of the English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six--six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story--it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies--the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes.
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Item type Current location Call number Status Date due Barcode Item holds
E books E books PK Kelkar Library, IIT Kanpur
Available EBKE244
Total holds: 0

Mode of access: World Wide Web.

System requirements: Adobe Acrobat reader.

Part of: Synthesis digital library of engineering and computer science.

Series from website.

Includes bibliographical references (p. 77-84).

1. Follow me! -- A first glance on experience -- A note on the uniqueness and irreducibility of experience -- Experience from a design perspective -- Experience as emergent, yet shapeable -- Essence of the chapter --

2. Crucial properties of experience -- Subjective (versus objective) -- Holistic (versus instrumental) -- Situated (versus abstract) -- Dynamic (versus static) -- And finally, positive (aka worthwhile) -- Essence of the chapter --

3. Three good reasons to consider experience -- Experiences are self-defining -- Experiences make us happier -- Experiences motivate -- The essence of the chapter --

4. A model of experience -- Motives and action -- Categories of needs equals categories of experiences -- From needs to products -- Pragmatic versus hedonic: what is more important -- Do needs have different priorities -- A brief note on evaluation -- The essence of the chapter --

5. Reflections on experience design -- Our Menschenbild -- Normative powers of design -- Experience before product -- Bridging the gap between experiences, needs, and products -- Theory-inspired design -- The essence of the chapter -- Bibliography -- Author's biography.

Abstract freely available; full-text restricted to subscribers or individual document purchasers.

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In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of the English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six--six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story--it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies--the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes.

Also available in print.

Title from PDF t.p. (viewed on March 7, 2010).

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