Hi
What is your definition of an experience?
What make your design unique, is it its experience??
And does interaction enhance an experience or alienate the user if used
repetitively?
Here is my definition of an experience
Experience = [( -
memory) + (Soul × emotions)]/ Time
What do you th
Nehal,
I suggest you just go with something simple like Experience = F(perception,
memory, soul, emotion, time) and forget the rest of the faux mathematics.
What I've written is still meaningless because it suggests some objective,
quantification of experience. Yours has the added problem of not m
X = A series of events committed to memory.
Sent from my iPhone
On Feb 7, 2009, at 2:21 AM, Steve Baty wrote:
Nehal,
I suggest you just go with something simple like Experience =
F(perception,
memory, soul, emotion, time) and forget the rest of the faux
mathematics.
What I've written is
Steve
Going with simple variables don%u2019t show the relationships they
have if intersected, as it is the situation with every experience ...
meaning: an experience is what you get when you didn%u2019t achieve
what you wanted... but the %u2019you%u2019 here is related to how you
have familiarise
Nehal,
I think this is a much more productive way to think about what we mean by
the term 'experience'. You've articulated a few variables that can affect a
person's experience: expectation borne of experience - which is essentially
a conflation of your use of familiarity, memory, and the referenc
As I believe experience is the sum of all the emotions users gain from
interacting with any touch point in your product or service, touch
point in physical world could be product shape, used materials,
packaging, Ads, customer service, signage, sales people, order form,
CEO speeches ,ect..
In digi
Nehal - that's an enormous question and one that you'll never boil
down to a pseudo equation, I'm afraid.
I would suggest reading some phenomenological philosophy (c.f. Maurice
Merleau-Ponty) and look into Lakoff and Johnson's follow up to
Metaphors We Live By called Philosophy in the Flesh
A couple of people contacted me off list about this. I'll try and
gather up my reference list and post it online rather than here. I'm
planning a blog post about some of my research outcomes soonish too,
so I'll probably add it in there.
By the way, apologies if the former post sounded a bit
snar
Hi Nehal/Vicky & IxDAers,
(I decided to post this to list in the end - in the hope it's useful
to others)
My (nearly finished) PhD thesis is titled "Developing a language of
interactivity through the theory of play." Among other things, it
tries to answer the seemingly simple question of
Nehal,
Experience is the totality of ones perception, but I think what you
are getting at is how to differentiate a positive experience from a
negative one.
I believe the key is expectation. If an experience meets or exceeds
ones expectations of that experience it's perceived as positive, if
it's
I think that is a key part Mike. One of the reasons I have looked into
play in terms of understanding interactivity is to map out this idea
of the rules and the play space (sometimes known as the Magic Circle
from Huizinga's Homo Ludens). Almost all interactions, interaction
design, user experience
I completely forgot to add the book I'm reading/reviewing at the
moment too. You should definitely read Kenya Hara's Designing
Design. There is a great deal in it about the senses and the
experience of space and objects.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted f
Yes Andy, play is a particularly interesting form of interaction since
discovering the rules and possibilities of the game is often a major
component of the experience.
Unlike game designers who selectively and deliberately obfuscate some
interactions, application & website designers usually want
I haven't really been following this thread, but given how it started
I wanted to throw out something from Interaction'09... Christina
Wodtke presented the following formula in her session talk, "The
Viral App":
B = f (P, E)
Where B is behavior, P is person and E is environment.
Not sure if it'
14 matches
Mail list logo