User Experience Design By Marc Hassenzahl an der Universität Siegen | Karteikarten & Zusammenfassungen

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TESTE DEIN WISSEN

❗️ISO 9241-11

Definition of Usability

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TESTE DEIN WISSEN
  • Definition of Usability: The extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use
  • Effectiveness & efficiency
    • Focused on task
    • Objective
    • Effectiveness: accuracy and completeness with which users achieve specified goals
    • Efficiency: resources used in relation to the results achieved
  • Satisfaction
    • Subjective
    • Extent to which the user's physical, cognitive and emotional responses that result from the use of a system, product or service meet the user’s needs and expectations
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❗️Perspectives on HCI

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  • Cognitive: efficiency, effectiveness, usability, avoiding problems.
  • Emotional: Aesthetics and hedonics.
  • Motivational: Persuasion, attitude and behavior change.
  • Experiential: Wellbeing, enjoyment and meaning.
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Are experience designable?

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  • Experience is an immaterial and personal outcome emerging from situated activity mediated through an arrangement of material things.
  • One cannot design
  • human activities and experiences: They are personal, situated, emergent phenomena that cannot be shaped, or even completely anticipated in advance
  • One can only design for an experience (e.g., provide the necessary ingredients and infrastructures)
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TESTE DEIN WISSEN

UX is subjective & positive

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  • Subjective: Focus on lived experience, situations, everyday life, differences among people and over time
  • Positive: Possibilities, motivators, enjoyment, meaning
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Material in the (social) practice

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TESTE DEIN WISSEN
  • Things/(Material) are always involved. Technology inevitably and subtly impacts the way we do things. The iPad changed what we read; it changed family dinners, DJ performances and touristy walks through cities.
  • Human life even in its most primitive form is unthinkable without technology
  • It’s mentally easier to divide humans and objects than to understand them as a comprehensive and interdependent system
  • It is still common to view things as neutral, as reflecting human nature and desires rather than forming them.


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TESTE DEIN WISSEN

Herzberg's Two-factor model, Product & Experience Level attribute

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TESTE DEIN WISSEN
  • Hygiene factors
    • Feature & functionality of the product
    • Product-level attributes: easy, efficient, etc
  • Motivators
    • Not in the product but in the experience you create with the product
    • Experience-level attributes: closeness, memories, etc
    • e.g. with smartphone: contacting loved ones, recording moments with children
Lösung ausblenden
TESTE DEIN WISSEN

2 meanings of positive (Hedonic & Eudaimonic)

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TESTE DEIN WISSEN
  • Hedonic
    • Enjoyable, "The happy life"
    • Well-being = pleasure attainment & pain avoidance
  • Eudaimonic
    • Meaningful, "The good life"
    • Self-realization where well-being is seen as the full functioning of the person
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TESTE DEIN WISSEN

Example exercise to remember meaningful and/or enjoyable moment

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TESTE DEIN WISSEN
  • What did you do:
    I rode the mountain bike. I stopped at a certain scenic lookout, made a pause and admired the beautiful, deserted spot.
  • How did you feel:
    I felt free.
  • Which “things” played a major role in “mediating” the experience.
    My bike, a bench, nature
Lösung ausblenden
TESTE DEIN WISSEN

❗️Experiential Perspective on HCI

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TESTE DEIN WISSEN
  • Feeling related to other people is a crucial human need.
  • e.g. Elderly people often miss the presence of others
  • But the telephone is not the best solution.
  • The telephone imposes a form of usage primarily constrained by technology, not by emotions and psychological needs. Design and Ergonomics focus on form and usability. The conceptual approach is only rarely questioned .
  • An alternative: Always on, focus on joint action as a means to feel close. Joint: creating of, rather than, talking about, experiences.
Lösung ausblenden
TESTE DEIN WISSEN

Difference between Usability & User Experience

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TESTE DEIN WISSEN
  • Usability
    Product efficiency, effectiveness, satisfaction, focuses on the product
  • User Experience
    Interaction, how user feels, focuses on how products fit in user's life
Lösung ausblenden
TESTE DEIN WISSEN

Modern HCI, interaction design

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TESTE DEIN WISSEN
  • Interaction design focuses on the subjectives
  • Big on phenomenology, lived experience, humanistic
  • New change: from usability labs into the 'wild'
  • in situ user studies, sampling experiences, ethnographic studies in people's homes & streets
  • Design in context: single case studies, autobiographic design
Lösung ausblenden
TESTE DEIN WISSEN

UX = creating possibilities

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TESTE DEIN WISSEN
  • UX = creating possibilities instead of avoiding problems
  • Possibility-Driven Design
    • Prosthetic legs use less energy than natural legs
    • Tamagotchi adding new possibility to create relatedness, but not solving loneliness
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  • 30633 Karteikarten
  • 1155 Studierende
  • 38 Lernmaterialien

Beispielhafte Karteikarten für deinen User Experience Design by Marc Hassenzahl Kurs an der Universität Siegen - von Kommilitonen auf StudySmarter erstellt!

Q:

❗️ISO 9241-11

Definition of Usability

A:
  • Definition of Usability: The extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use
  • Effectiveness & efficiency
    • Focused on task
    • Objective
    • Effectiveness: accuracy and completeness with which users achieve specified goals
    • Efficiency: resources used in relation to the results achieved
  • Satisfaction
    • Subjective
    • Extent to which the user's physical, cognitive and emotional responses that result from the use of a system, product or service meet the user’s needs and expectations
Q:

❗️Perspectives on HCI

A:
  • Cognitive: efficiency, effectiveness, usability, avoiding problems.
  • Emotional: Aesthetics and hedonics.
  • Motivational: Persuasion, attitude and behavior change.
  • Experiential: Wellbeing, enjoyment and meaning.
Q:

Are experience designable?

A:
  • Experience is an immaterial and personal outcome emerging from situated activity mediated through an arrangement of material things.
  • One cannot design
  • human activities and experiences: They are personal, situated, emergent phenomena that cannot be shaped, or even completely anticipated in advance
  • One can only design for an experience (e.g., provide the necessary ingredients and infrastructures)
Q:

UX is subjective & positive

A:
  • Subjective: Focus on lived experience, situations, everyday life, differences among people and over time
  • Positive: Possibilities, motivators, enjoyment, meaning
Q:

Material in the (social) practice

A:
  • Things/(Material) are always involved. Technology inevitably and subtly impacts the way we do things. The iPad changed what we read; it changed family dinners, DJ performances and touristy walks through cities.
  • Human life even in its most primitive form is unthinkable without technology
  • It’s mentally easier to divide humans and objects than to understand them as a comprehensive and interdependent system
  • It is still common to view things as neutral, as reflecting human nature and desires rather than forming them.


Mehr Karteikarten anzeigen
Q:

Herzberg's Two-factor model, Product & Experience Level attribute

A:
  • Hygiene factors
    • Feature & functionality of the product
    • Product-level attributes: easy, efficient, etc
  • Motivators
    • Not in the product but in the experience you create with the product
    • Experience-level attributes: closeness, memories, etc
    • e.g. with smartphone: contacting loved ones, recording moments with children
Q:

2 meanings of positive (Hedonic & Eudaimonic)

A:
  • Hedonic
    • Enjoyable, "The happy life"
    • Well-being = pleasure attainment & pain avoidance
  • Eudaimonic
    • Meaningful, "The good life"
    • Self-realization where well-being is seen as the full functioning of the person
Q:

Example exercise to remember meaningful and/or enjoyable moment

A:
  • What did you do:
    I rode the mountain bike. I stopped at a certain scenic lookout, made a pause and admired the beautiful, deserted spot.
  • How did you feel:
    I felt free.
  • Which “things” played a major role in “mediating” the experience.
    My bike, a bench, nature
Q:

❗️Experiential Perspective on HCI

A:
  • Feeling related to other people is a crucial human need.
  • e.g. Elderly people often miss the presence of others
  • But the telephone is not the best solution.
  • The telephone imposes a form of usage primarily constrained by technology, not by emotions and psychological needs. Design and Ergonomics focus on form and usability. The conceptual approach is only rarely questioned .
  • An alternative: Always on, focus on joint action as a means to feel close. Joint: creating of, rather than, talking about, experiences.
Q:

Difference between Usability & User Experience

A:
  • Usability
    Product efficiency, effectiveness, satisfaction, focuses on the product
  • User Experience
    Interaction, how user feels, focuses on how products fit in user's life
Q:

Modern HCI, interaction design

A:
  • Interaction design focuses on the subjectives
  • Big on phenomenology, lived experience, humanistic
  • New change: from usability labs into the 'wild'
  • in situ user studies, sampling experiences, ethnographic studies in people's homes & streets
  • Design in context: single case studies, autobiographic design
Q:

UX = creating possibilities

A:
  • UX = creating possibilities instead of avoiding problems
  • Possibility-Driven Design
    • Prosthetic legs use less energy than natural legs
    • Tamagotchi adding new possibility to create relatedness, but not solving loneliness
User Experience Design by Marc Hassenzahl

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