Monday, September 21, 2015

Tuesday, 22 September

Week 5: Emotional Design

Review of Potential Quiz Questions

What is “mapping” in the UXD context? What is the key concept behind it? Please give a good and bad example of mapping from your experience.

“Mapping” creates a relationship between controls and their movements or effects. A good mapping design could leads to greater ease of use. The key concept behind it is similarity of layout, behavior, or meaning. Similarity makes the control-effect relationship predictable, and therefore easy to use.
What are metaphors and why are they important in UXD? Cite an IT metaphor from your own experience; explain how it "works."

Metaphors are ways of comparing an unfamiliar concept or situation to a familiar one. It helps users to migrate from the known to the unknown. They are important in UXD because they allow the users to apply what they already know, which is easier than memorizing something new.

What are the four types of error that can occur when interacting with a design?

Error Messages are Evil
  1. Slip: when the user plans to act correctly but inadvertently performs an incorrect action, e.g. press the wrong button by mistake (remedy: undo)
  2. Lapse: when too many demands are placed on our attention or memory; we plan a correct action but forget to execute it, e.g. what did I come in the kitchen for? (remedy: simplify)
  3. Mistake: an incorrect action is planned and faithfully executed, e.g. when there is an "expectation gap" between users and the system itself (remedy: user-centered design)
  4. Violation: when the user intentionally breaks the system, e.g. jaywalking (e.g. countdown timer on crosswalks)

What is “physio-pleasure”? Please give an example of it.

Physio-pleasure is derived from the senses of touch, smell and taste to create sensual delight. Example: the smooth feel of the scroll whell on an Apple iPod.

What is “psycho-pleasure”? Please give an example of it.

Psycho-pleasure includes issues relating to the cognitive demands of using a product and the emotional reactions engendered through the experience of using it. Pleasure also comes from the extent to which the product makes the task more pleasurable. Example: enjoyable process of playing a computer game.
What is “socio-pleasure”? Please give an example of it.

Socio-pleasure relates to the relationship and status people derive from a product, and the pleasure gained from interacting with other people through a product. This pleasure can also come from a product that represents a social grouping. Example: Facebook.
What is “ideo-pleasure”? Please give an example of it.

Ideo-pleasure describes the pleasure derived from entities such as books, art and music, and is the most abstract pleasure. Products that are aesthetically pleasing can be a source of ideo-pleasure through appealing to the consumer’s tastes. Values could be philosophical or relate to a particular issue such as the environmental movement. Example: Toyota Prius (or "Pious," as it is sometimes jokingly called)
What are some of the qualities of Mihaly Csikszentmihalyi’s concept of the Flow? Why is this concept important in HCI/d?
 See below.
    How are your Mini-Project 2s going?
    Have you found something of significant meaning to you for your study?

    (Potential) Interim Presentations
    Haodan: Derrick Vincent
    Shankar: Trevor Cohen
    Shu-chuan: Ryan De Bettista
    Karathik: Keana Mowery
    Karathik: Ivy Murphy


    Review Mini-Project 2 Brief
    Look at previous student example
    Mihaly Csikszentmihalyi's Flow Concept










    How does it feel to be in Flow?
    1. Completely involved in what we are doing -- focused, concentrated.
    2. A sense of ecstasy -- of being outside everyday reality.
    3. Great inner clarity -- knowing what needs to be done, and how well we are doing.
    4. Knowing that the activity is doable -- that our skills are adequate to the task.
    5. A sense of serenity -- no worries about oneself, and a feeling of growing beyond the boundaries of the ego.
    6. Timelessness -- thoroughly focused on the present, hours seem to pass by in minutes.
    7. Intrinsic motivation -- whatever produces flow becomes its own reward.


    Brian Eno: Ambient Music, Video, and Installations



    Video: http://vimeo.com/67252143
    The main point of all of this -- it's not the "stuff" that matters, it's the experience that arises from interacting with the stuff. Start with the experience, the desired "feel," emotion -- and work backwards to the means to give rise to those feelings.
    And it all starts with emotion

    In-class writing 2:
    • What are the characteristics of a Flow state? 
    • When are you in a Flow State? 
    • How is the Flow concept relevant to Human-Computer Interaction Design? Be specific. 

    Homework for Wednesday, 23 September at 11:59 pm

    Complete Mini-Project 2 

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