TY - GEN
T1 - Extracting insights from experience designers to enhance user experience design
AU - Kremer, Simon
AU - Lindemann, Udo
N1 - Publisher Copyright:
© Springer International Publishing Switzerland 2016.
PY - 2016
Y1 - 2016
N2 - User Experience (UX) summarizes how a user expects, perceives and assesses an encounter with a product. User Experience Design (UXD) aims at creating meaningful experiences. While UXD is a rather young discipline within product development and traditional processes predominate, other disciplines traditionally focus on creating experiences. We engaged with experience designers from the fields of arts, movies, sports, music and event management. By analyzing their working processes via interviews and observations we extracted triggers that can possibly lead to outstanding experiences in the original disciplines as well as in UXD: incorporating and shaping the atmosphere of interaction, balancing new and established aspects, connecting products with attributes of living beings, providing challenge and competition, enabling inductive and multifaceted learning and interaction processes, and using souvenir artifacts for connecting user and product after usage.
AB - User Experience (UX) summarizes how a user expects, perceives and assesses an encounter with a product. User Experience Design (UXD) aims at creating meaningful experiences. While UXD is a rather young discipline within product development and traditional processes predominate, other disciplines traditionally focus on creating experiences. We engaged with experience designers from the fields of arts, movies, sports, music and event management. By analyzing their working processes via interviews and observations we extracted triggers that can possibly lead to outstanding experiences in the original disciplines as well as in UXD: incorporating and shaping the atmosphere of interaction, balancing new and established aspects, connecting products with attributes of living beings, providing challenge and competition, enabling inductive and multifaceted learning and interaction processes, and using souvenir artifacts for connecting user and product after usage.
KW - Emotional design
KW - Management of DUXU processes
KW - Product development
KW - User Experience
UR - http://www.scopus.com/inward/record.url?scp=84977580614&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-40409-7_29
DO - 10.1007/978-3-319-40409-7_29
M3 - Conference contribution
AN - SCOPUS:84977580614
SN - 9783319404080
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 304
EP - 313
BT - Design, User Experience, and Usability
A2 - Marcus, Aaron
PB - Springer Verlag
T2 - 5th International Conference on Design, User Experience, and Usability, DUXU 2016 and Held as Part of 18th International Conference on Human-Computer Interaction, HCI International 2016
Y2 - 17 July 2016 through 22 July 2016
ER -