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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Who Wants a <strong>Virtual</strong> <strong>Pet</strong>?<br />
The first assumption is th<strong>at</strong> it is realistic to set young people as <strong>the</strong> number one target group for <strong>the</strong> concept.<br />
Young people are <strong>the</strong> primary target group for many of today’s virtual pet like technologies. Looking <strong>at</strong> one of<br />
<strong>the</strong>se technologies, 82% of Furby’s users are under <strong>the</strong> age of 18 (www.furby.co.uk). It is interesting to note th<strong>at</strong><br />
<strong>the</strong> remaining 18% actually are adults, showing th<strong>at</strong> a technology developed for kids can fascin<strong>at</strong>e this group as<br />
well. Never<strong>the</strong>less, <strong>the</strong> virtual pet concept will be aimed <strong>at</strong> young people, with an option of <strong>at</strong>tracting additional<br />
users from elder target groups as well.<br />
The second assumption is th<strong>at</strong> <strong>the</strong> idea could especially <strong>at</strong>tract girls. California based Purple Moon - owned by<br />
M<strong>at</strong>tel, makers Barbie – has conducted extensive research (Gorriz & Medina 2000) on wh<strong>at</strong> appeals to young girls<br />
when playing games. They interviewed more than 2,000 girls and 500 parents as well as experts in <strong>the</strong> field of<br />
children play. Among <strong>the</strong> most interesting results of this research are:<br />
• Girls prefer collabor<strong>at</strong>ion to competition.<br />
• Girls enjoy non-closure and explor<strong>at</strong>ion.<br />
• Girls like complex social interaction. They are fascin<strong>at</strong>ed by rel<strong>at</strong>ionships between characters and o<strong>the</strong>r<br />
game players.<br />
• Girls often identify with characters in video games and mimic <strong>the</strong> main character. They like to act out<br />
o<strong>the</strong>r lives but prefer to do so in familiar surroundings with characters th<strong>at</strong> behave like people <strong>the</strong>y<br />
know.<br />
These factors suggest th<strong>at</strong> <strong>the</strong> concept could be aimed to younger girls. One of <strong>the</strong> main fe<strong>at</strong>ures of <strong>the</strong> virtual pet<br />
is social interaction th<strong>at</strong> requires identific<strong>at</strong>ion with <strong>the</strong> virtual character, something a young girl might be<br />
interested in. It is possible to embody this young girl and her characteristics in a persona th<strong>at</strong> could represent <strong>the</strong><br />
target group. As personas are meant to be based on real market research, this suggestion will not be a complete<br />
persona, but r<strong>at</strong>her a brief demonstr<strong>at</strong>ion of wh<strong>at</strong> a persona could look like:<br />
Example of a persona th<strong>at</strong> is likely to be interested in <strong>the</strong> virtual pet concept.<br />
Angela could be used fur<strong>the</strong>r on in <strong>the</strong> development of <strong>the</strong> virtual pet concept, particularly in <strong>the</strong> cre<strong>at</strong>ion of<br />
use scenarios.<br />
Who Does Not Want a <strong>Virtual</strong> <strong>Pet</strong>?<br />
Neg<strong>at</strong>ive personas for <strong>the</strong> <strong>Virtual</strong> <strong>Pet</strong> concept would be older people - especially males - as <strong>the</strong>y are assumed not<br />
to stress <strong>the</strong> idea of fun as much as younger people, and <strong>the</strong>refore might be irrit<strong>at</strong>ed by something th<strong>at</strong> to <strong>the</strong>m<br />
looks childish and irrelevant.<br />
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