I am trying to figure out how to design products / services such that they are fun (and not boring) to interact with. I realize that situation / context, the user history and time & space affect the outcome but still, I wanted to see how much can a proactive vendor or designer really do on their own.
For instance, an iPad, iPhone etc. are pretty fun to have and play with. Very few will argue that it is situational or user bkg or context or... Most will agree that these products are just cool; that's part of the reason why they thrive.
What elements were consciously, deliberately put into the system to make them fun or enjoyable? Or, was it all an accident??
I am finding that keywords User Experience, Funology come closest to this discussion. I am surfing on this topic. However, I am finding that measuring a User Experience is tough.
In my opinion an Emotion (an output to a single stimulus) is different from the end experience feeling post a series of emotional stimulations. Sometimes this post usage experience may be counter to the in-the-moment experienced emotions. Roller coaster is scary in the moment but fun after. Learning is boring during the moment but fun afterwards... of course, some of this is my opinion, but still you can see that there IS a difference between emotion and experience.
Now, I have seen people measure emotions... but I am now searching for how people measure experience. Do we rely on self reporting? Do we do physiological tests? Or... ?? What other choices are there?
Sai Gollapudi
No comments:
Post a Comment