ux from 30,000ft (comp33512 - lecture 13 & 14 - 2012/2013)
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Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-7/ Video URL: http://youtu.be/fOY92aN1Tsk Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-1314 Lectures 13. & 14. ‘Emotional Use’ – or ‘enabling the user to achieve positive instinctive or intuitive feeling such as joy or well-being.’ The emotional experience must be investigated and designed such that a holistic user experience (taking into account the users feelings) can be created.TRANSCRIPT
Affective Experience Collated Affective Concepts and Touch-points Remember Wrapping Up Break!
The User Experience
from 30,000ft#comp33512
Week 07 – Lectures 13/14
Simon Harper
University of Manchester
Semester 2 – 2012/13
last update: March 4, 2013
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UX Pop Quiz
1. What are the pros and cons of gamification?
2. How could you include social / group dynamics into your
system?
3. How can you enhance the users perception of fun?
4. What is the ‘skeptic’ view of Gamification?
5. List a principle and describe it.
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...expanded on pg. 204.
Affective Experience Collated Affective Concepts and Touch-points Remember Wrapping Up Break!
Affective Experience
Affective, adj.
“Of or relating to the affections or emotions, esp. as contrasted
with the intellect or rational faculty; emotional.” c1443 R.
Pecock Reule of Crysten Religioun (Morgan M 519) 386.
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...expanded in ‘Principles of Affective Experience’ (pg. 165)
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Why Do Different People Love or Hate the Same Thing?
Figure 56. ‘Microsoft’s Metro UI’; pg. 166
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Collated Affective Concepts and Touch-points
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...expanded in ‘Collated Affective Concepts’ (pg. 176)
Affective Experience Collated Affective Concepts and Touch-points Remember Wrapping Up Break!
Collated Affective Concepts and Touch-points
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...expanded in ‘Collated Affective Concepts’ (pg. 176)
Affective Experience Collated Affective Concepts and Touch-points Remember Wrapping Up Break!
Collated Affective Concepts and Touch-points
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...expanded in ‘Collated Affective Concepts’ (pg. 176)
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Potted Principles of Affective User Experience
‘Quality’ Does the artefact feel like Quality?
‘Aesthetics’ Is it aesthetically pleasing?
‘Flow’ Do you encourage flow?
‘Pleasantness’ Is it interactively pleasing?
‘Satisfaction’ Will users feel satisfied with their interactions?
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Facilitate Quality
Questions to think about as you design your prototype:
I Do you feel that the interface exhibits current best practice?
I Is the interface design fit-for-purpose for each stakeholder?
I Did the best people for each job work on the interface and
it’s interactions?
I Is the underlaying code cleanly built?
I Has quality been maintained at every level?
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...expanded in ‘Facilitate Quality’ (pg. 181)
Affective Experience Collated Affective Concepts and Touch-points Remember Wrapping Up Break!
Facilitate Aesthetics
Questions to think about as you design your prototype:
I Is the design beautiful?
I Does the design maximise enticement?
I Does the visual design reduce complexity and is the design
minimalist?
I Will the user perceive aesthetic quality?
I Is the design current and does it convey the desired ‘image’ ?
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...expanded in ‘Facilitate Aesthetics’ (pg. 181)
Affective Experience Collated Affective Concepts and Touch-points Remember Wrapping Up Break!
Facilitate Flow
Questions to think about as you design your prototype:
I Does the visual flow support the interactive flow?
I Do real world and virtual world touch-points drive the flow?
I Is there a defined beginning and end?
I Is there a narrative flow (people remember narratives better
than instructions)?
I Is there an absence of cyclic or repetitious flow?
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...expanded in ‘Facilitate Flow’ (pg. 182)
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Facilitate Personality
Questions to think about as you design your prototype:
I Do you expect this design to fulfil and please the user?
I Will the expected emotions support positive anticipation?
I Will they be satisfied as they progress through the
interactivity?
I Do you dovetail into their perceived satisfaction?
I If nothing else will the emotional responses here be positive?
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...expanded in ‘Facilitate Personality’ (pg. 185)
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Facilitate Satisfaction
Questions to think about as you design your prototype:
I Will the user find the interactions rewarding?
I Will the expected emotions support positive remembrances?
I Will the user remember a pleasing experience, if the the
system is work based?
I Are there any tangible rewards?
I Have you allowed them to register satisfaction (or not) buy
using, say, a ‘star’ rating?
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...expanded in ‘Facilitate Satisfaction’ (pg. 183)
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Facilitate Personality –Ling’s Cars:
Figure 63. ‘Ling’s Cars’; pg. 184
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Remember
Figure 62. ‘Yerkes Dodson Curve’; pg. 181
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Remember
Figure 74. ‘Csikszentmihalyi’s ‘Flow’ Diagram’; pg. 202
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Pop Quiz for next week...
1. Why is it difficult to know if the affective principles have
been captured in software correctly?
2. Why is affective computing different to affective experiences?
3. How do Aesthetics and Visual Complexity relate to each
other?
4. How does narrative art relate to the principle of Flow?
5. Why is Emotion difficult to quantify? What is one possible
solution?
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...expanded on pg. 186.
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To Do for next week...
1. Pop Quiz (pg. 186) Discuss Next Week; and
2. Read your notes up to the end of ‘Self Assessment
Questions’ (pg. 186)
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Any Questions?
Simon Harper 2.44 Kilburn Building
0161 275 0599 (OR x50599)
Office Hours: Friday 14:00–18:00
Figure 93. ‘Simon Harper –Your Mild-Mannered CourseTutor’; pg. 326
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...expanded in ‘Contact’ (pg. 326)