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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5. <strong>Design</strong>ing <strong>the</strong> <strong>Virtual</strong> <strong>Pet</strong> Concept<br />
In a recent survey conducted in <strong>the</strong> UK, three-quarters of mobile phone owners claimed th<strong>at</strong> <strong>the</strong>y would r<strong>at</strong>her<br />
hand <strong>the</strong>ir wallets over to muggers than lose <strong>the</strong>ir precious communic<strong>at</strong>ion devices (Farrell 2002).<br />
The mobile telephone is one of <strong>the</strong> few technologies th<strong>at</strong> most of us bring along wherever we go. A new, high<br />
tech device has accompanied wallet, keys and w<strong>at</strong>ch. In <strong>the</strong> past decade, we have cre<strong>at</strong>ed an appliance th<strong>at</strong> in <strong>the</strong><br />
following decade will be carried around by more than a billion people daily. As noted, some of <strong>the</strong>se people are so<br />
fond of <strong>the</strong>ir mobiles th<strong>at</strong> it may well be th<strong>at</strong> <strong>the</strong>y r<strong>at</strong>her lose <strong>the</strong>ir wallet than <strong>the</strong>ir phones. This use quality could<br />
be described as emotional <strong>at</strong>tachment, something not taken into account in traditional usability, but definitely a<br />
quality th<strong>at</strong> is desired in any consumer product.<br />
To fur<strong>the</strong>r increase <strong>the</strong> emotional <strong>at</strong>tachment th<strong>at</strong> users have for <strong>the</strong>ir phones, <strong>the</strong> explor<strong>at</strong>ion of a virtual pet<br />
concept is suggested - an applic<strong>at</strong>ion th<strong>at</strong> will let users care for a virtual pet living in <strong>the</strong>ir phone.<br />
Wh<strong>at</strong> is a <strong>Virtual</strong> <strong>Pet</strong>?<br />
The first virtual pet to be known worldwide was <strong>the</strong> Tamagotchi, introduced by Japanese Bandai in November<br />
1996. The Tamagotchi – directly transl<strong>at</strong>ed as “egg friend” – is a simple key chain gadget with a small, black and<br />
white LCD-screen. On <strong>the</strong> screen lives a virtual cre<strong>at</strong>ure th<strong>at</strong> <strong>the</strong> owner has to care for and feed. If s/he succeeds<br />
in doing this, a lovable cre<strong>at</strong>ure will evolve with its own, unique, personality. The Tamagotchi was a massive<br />
success in Japan, with 4 million units sold <strong>the</strong> first year. In 1997, <strong>the</strong> gadget was introduced in <strong>the</strong> st<strong>at</strong>es, selling<br />
20,000 units <strong>the</strong> first day.<br />
The Tamagotchi, a key chain virtual pet.<br />
Since <strong>the</strong> launch of <strong>the</strong> original Tamagotchi more complex virtual pets have also been cre<strong>at</strong>ed; recent products<br />
include Nintendo’s virtual Pokemon characters, Sega’s Seaman and <strong>Sony</strong>’s Post<strong>Pet</strong> (Kusahara 2000).<br />
In this paper, <strong>the</strong> term “virtual pet” refers to a digital cre<strong>at</strong>ure th<strong>at</strong> lives a virtual life on a physical screen. A virtual<br />
pet has some degree of autonomy and anim<strong>at</strong>ion, and may be dependent on a caretaker to survive.<br />
5