User Experience Design at Sony Ericsson - Introducing the Virtual Pet
User Experience Design at Sony Ericsson - Introducing the Virtual Pet
User Experience Design at Sony Ericsson - Introducing the Virtual Pet
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3. Objectives<br />
The goals of this paper are threefold:<br />
• To present a new concept for mobile phones - <strong>the</strong> virtual pet<br />
• To present recent <strong>the</strong>ories on user experience design<br />
• To present recent evalu<strong>at</strong>ion methods for measuring softer use qualities<br />
Chapter 4 will describe <strong>the</strong> method used to develop <strong>the</strong> virtual pet concept.<br />
Chapter 5 will cover <strong>the</strong> development of <strong>the</strong> wireless virtual pet concept, an applic<strong>at</strong>ion th<strong>at</strong> is focused on giving<br />
<strong>the</strong> user fun and pleasure and <strong>the</strong>refore should be an example of wh<strong>at</strong> it takes to design for o<strong>the</strong>r qualities of use<br />
than efficiency and effectiveness. It is reasonable to believe th<strong>at</strong> interesting problems will occur when developing<br />
an applic<strong>at</strong>ion th<strong>at</strong> focuses on softer use qualities. These problems will be highlighted and discussed during <strong>the</strong><br />
development.<br />
In chapter 6, recent <strong>the</strong>ories on user experience design will be presented to show how current research can help<br />
improve <strong>the</strong> design of concepts like <strong>the</strong> virtual pet.<br />
In chapter 7, newer evalu<strong>at</strong>ion methods th<strong>at</strong> assess softer use qualities will be presented. These methods might<br />
support <strong>the</strong> addition of new use qualities to <strong>the</strong> design process.<br />
3