1.0 Introduction “It requires a somewhat mystical theory of aesthetics to find any necessary connection between beauty and function”. (Donald A Norman, 2004). User experience is controlled by the user’s emotions and attitudes when using a product. This can all lead back to when the product was developed, which reflects in the quote from Donald A Norman. In this report, the author will gain more of an understanding in the User Experience Field of work. The author will explore through 1) Theories of User Experience, 2) Methods to measure/study and design for user experience and 3) Two case studies form the literature on User Experience. 2.0 Theories of User Experience Herbert Read’s quote in the introduction is from the early 20th century …show more content…
They used ATMs (hole in the wall) that each machine had exactly the same functions and operations, but the difference was that they compared the perceived ease-of-use between the machines that had a more appealing/well designed layout of the interface/buttons against the machines with unappealing/poorly designed layout. The results showed that the user perceived the attractive versions to work better (Donald A Norman, 2005). This proves that the user effects all aspects of the design process, the user is always right because when the user has a positive experience, the product will succeed. A well-known process for dealing with the user’s emotional requirements is Kansei engineering. Areas that it has been applied to include domestic appliances, seating, and various commodities for the home. Under the Kansei engineering process, there are three main objectives; “1) how to captured human emotion so that consumers emotional requirements can be identified; 2) how to intensify the relationship between products and the emotional need; 3) how to improve products in such a way that new products better fit consumer’s emotional needs.” (Yuexiang Huang et al …show more content…
Socio Pleasure is created when the social interaction is performed by the user. Social interaction between groups. Ideo Pleasure is in correlation with values and beliefs of the user. It’s the user’s previous vision of the situation before they even enter the situation. When considering User Experience, three main factors are Effectiveness, Efficiency and Satisfaction. These are the scales used when measuring the usability of a product. These scales have a huge impact on user experience as when one of these scales is doing positive/negative, the user’s experience is affected both ways, adding to the user experience. Effectiveness is measured on a 4 point scale. If the subject completes the given task in the first attempt, they are given a score of 1. If it takes the subject two attempts, they are given a score of 2 etc. The lower the score given, means the product is more effective. Obviously this will have a negative effect on the user’s experience if they are taking a long period of time to use the product, frustration will increase. Efficiency is measured by how much effort the user has to exert to use the product of choice. Mostly this can be measured in
UCM:CPSW did a home visit and met with foster parent (Dorothy Bensalih), Emeri and Cantarah. Cantarah was playing with her IPad and Emeri. CPSW talked with Contrarah briefly and asked about school and any other concerns. Cantarah reported that she is doing well and excited about her new Ipad and plays with it after school. Emeri was sitting and playing with his sister during the meeting.
2) at the beginning of the computers industry the user was dealing with text interface only and every thing
In order to determine which dimensions are areas of improvement, the dimensions had to have an average of all scores in the dimension less than or equal to 4.99 using the information provided in Exhibit 4. Exhibit 4 was chosen because to provide the primary information because it views the attitude of other members, which could provide insight as to why they are not current members. The numbers less than or equal to 4.99 were chosen to be inclusive of all averages within four (4.00-4.99) and below. Additionally, it was chosen because 4 is the media of the seven-point rating scale, which would deem the rating neutral/satisfactory/okay.
HCI Principles January 16 2015 This document contains the criteria for P2 and M1 for Assignment 1 – Unit 23. Unit 23 – Assignment 1 Aaron Martin Contents Task 1 (P2) – Discuss the Fundamental Principles of HCI 3 Perception 3 Colour 3 Trichromatic System 3 Luminance 4 Pop Out Effect 4 Pattern 5 Proximity 5 Continuity 5 Symmetry 5 Similarity 5 Common grouping 5 Connectedness 5 Objects 5 Geon’s 5 Use of Gross 3D Shapes 5 Information Processing 5 Humans as a Component 5 Overview of Human Information Processing (HIP) 5 Overview of Goals, Operators, Methods and Selection (GOMS) 5 Specialist 5 Design for Specialist Uses 6 Input or Output for the Visually 6 Orally 6 Aurally or Physically 6 Challenged 6 Remote Control Devices 6 Head Up Displays 6 Behaviour Models 6 Predictive models 6 Reaction time, 6 Keystroke Level Model (KLM) 6 Throughput (TP) 6 Fitts’ Law 6 Task 2 (M1) – Explain How an HCI can be adjusted for a User with Special Needs 7 Voice Recognition 7 Text-To-Speech 7 Task 1 (P2) – Discuss the Fundamental Principles of HCI Perception Perception, this is what allows the specified user to see and feel when interacting with a HCI; it is very important that the user can do these things so they get a complete understanding of what they are using. This is when various different patterns and colours are used as well as objects; all of these allow the user to interact personally with the interface. Colour It is very important that when designing an interface that you
People have fun doing something if someone does it with them. That is the same thing in the modern society. People play games and sports, but they don’t enjoy the game unless someone does it
Exploring Pleasure and Pain In his Ted Talk, The Origins of Pleasure, Paul Bloom has explored how the source of an item can define its value and how this affects the pleasure or pain within human nature. Bloom has the ability to elicit the audience’s interest because of his avid storytelling, his use of relatable scenarios and his sense of humour. Bloom ventures through his talk to get to his final thought of about how ones perception can change pain into pleasure.
During the norming stage, cohesion is established, conflict is resolved and members have good understanding on each other’s roles in the group. Members develop a sense of belonging towards the group and the leader could emphasize on harmony and unity to ensure the wellbeing of the group. This is the stage where the members are finally ready to start working together as a team and strive towards achieving the desired goals. Next, the performing stage emphasizes on problem solving and the completion of the task at hand. Member are committed towards their goals and are able to tackle any issue in a mature ways.
It is believed that emotional appeal can be the most common and effective rhetorical appeal used in advertising. Authors, Tapan K. Panda and Kamalesh Mishra, elaborated on this in an article titled “Does Emotional Appeal Work in Advertising? the Rationality Behind Using Emotional Appeal to Create Favorable Brand Attitude”. They both noted that, “ad-evoked feelings have direct influence on attitudes towards the advertised brand and purchase intention”. By this, the authors are saying that with the help of emotional appeals the ad can directly elicit a certain perception that the audience may now have of the ad.
Graphic Design has always been an ever evolving and changing field. Graphic design-like activities can be found throughout history like the ancient cave paintings or the manuscript of the Middle Ages. As the true purpose of graphic design is to communicate, technology has since made this process more effective, extending the reach and spread of information. This allows graphic design to have a higher level of impact that cannot be achieved without the use of technology.
User Experience (UX) includes every aspect of the end-user interaction with any offering- product or service. The primary requirement for any company is to match the needs of the customer without fuss. Simplicity and elegance are key design languages that are currently strong in the market today with respect to software and visual design. All these designs must seamlessly merge all the offerings.
Dōmo arigatō, Ms. Roboto: Perception, Presumptions and Personification of Personal AI Computational technology continues to grow at an exponential rate. Artificial Intelligence is one of the largest interdisciplinary fields within computation with many complex uses. As AI leaves the labs and is engineered for consumers into Personal AI it is shaped by society to fit the average user. In this paper I will explore how Personal AI's are framed using three design ideas: UI, UX, and UD.
• There is a thought at company that new approach shall help the production of New Models and increase the product Quality. • But they also have a alternative thought that it may be difficult to change the Designs during Development Cycle.
2.4 Experiential Architecture Sensorial Experiences While the importance of a sensory rich environment is obvious to most, in contemporary designs, attention to the senses is usually limited to sacred spaces. While they play just as important a role in everyday spaces, they are often left out of design considerations. Touch, smell, and other sensations are key in what we call experience. They are the receptors with which we move through and understand space.
Uses & Gratifications and the Reality Television context. Blumler and Katz’s ‘Uses and Gratification theory’ (1974) suggests that media users play an active role in choosing and using the media. This theory shifted the focus from what media do to the people to what people do with the media, thus it’s an audience centric theory. It examines the nature of audience involvement and gratification obtained from viewing the television.
Product design can fulfil the demands of the customers and they are willing visit the same company again in the future. Referencing to the words of Vonderembse (n.d.),