Sunday, September 16, 2018

7.5: Beyond Usability: designing for pleasure & emotion

7.5
Beyond Usability: Designing for pleasure and emotion
Usability is not the only factor for a designer to consider; products can be designed to evoke pleasure and emotion.

     FOUR-PLEASURE FRAMEWORK: 

  • Socio-pleasure: 
  • Image result for social media
    • Socio-pleasure can be derived from social interaction and are concerned with pleasures derived from social signifiers of belonging, social-enablers and other social self-identification factors. 
    • Examples include email, internet, and mobile phones that facilitate communication between people.

  • Physio-pleasure:
  • Image result for new car inside
    The new car smell is an example of physio-pleasure
    • Is derived from the feel of a product during use from a human's senses, such as the smell, taste, feel of the object. 
    • Examples include: wearing a silk garment, taste of a food, smell of leather, a new car, coffee, or freshly baked bread

  • Psycho-pleasure:
    • Is derived from the cogonanitive demands of using a product or service and the emotional reactions engendered through the experience of using it 
    • Image result for high tech coffee maker
      The Behmor coffee maker is advanced and convenient
    • Examples include: products that were improved or redesigned from the previous type

  • Ideo-pleasure
    • Ideo-pleasures are pleasures that are linked to our ideals, aesthetically, culturally, and otherwise to satisfy people's tastes, values and aspirations. 
    • Image result for organic products
      Organic products embodies healthy food
    • Examples include a product made from biodegradable materials that might be perceived as embodying the value of environmental responsibility.

     Design for emotion:
  • Visceral design: Design that speaks to people's nature in terms of how the expect products and systems to function and how they expect to interact with them
  • Reflective Design: Design that evokes personal memory focussing on the message, culture and meaning or the use of the product
  • Behavioural design: Focussed on use and understanding,  this considers how people will use a product, focussing on functionality
  • https://usabilla.com/blog/designing-usability-just-isnt-enough/
     The attract-converse-transact (ACT) model
The ACT model is a framework for creating designs that improve the relations of users with a product and intentionally trigger emotional responses.
Image result for design act modelACT Model
  • The attract part of the model is aesthetics oriented
  • The converse part of the model is interaction oriented
  • The transact part of the model is function oriented

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