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User Experience Design at Sony Ericsson - Introducing the Virtual Pet

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Jordan – <strong>Design</strong>ing Pleasurable Products<br />

Jordan’s (2000) framework is intended to help designers cre<strong>at</strong>e pleasurable products. The framework is built on<br />

<strong>the</strong> work of anthropologist Lionel Tiger, who has identified four types of pleasure:<br />

Physio-pleasure Refers to <strong>the</strong> pleasure delivered by <strong>the</strong> sensory organs, such as touch, taste and smell.<br />

In <strong>the</strong> context of mobile phones, physio-pleasure could for example be <strong>the</strong> touch or<br />

feel of a product, or <strong>the</strong> smell of a phone when taken out of <strong>the</strong> box for <strong>the</strong> first time.<br />

Socio-pleasure Refers to <strong>the</strong> enjoyment derived from rel<strong>at</strong>ionships with o<strong>the</strong>rs. Products can facilit<strong>at</strong>e<br />

social interaction in a number of ways. This is especially relevant for a mobile phone,<br />

of which <strong>the</strong> primal objective is to support peoples’ communic<strong>at</strong>ion. A spectacular<br />

mobile phone could also act as a focal point for convers<strong>at</strong>ion, much like a piece of<br />

jewelry. Fur<strong>the</strong>rmore, a mobile phone could help users identify <strong>the</strong>mselves as member<br />

of a social group and <strong>the</strong>reby give <strong>the</strong>m socio-pleasure.<br />

Psycho-pleasure Refers to <strong>the</strong> kind of feelings th<strong>at</strong> arise when a product has a cognitive and emotional<br />

fit th<strong>at</strong> helps users accomplish tasks smoothly. For a mobile phone this can mean ease<br />

of use th<strong>at</strong> helps users feel th<strong>at</strong> <strong>the</strong>y are in control, or built-in games th<strong>at</strong> challenge<br />

users and give <strong>the</strong>m a sense of achievement.<br />

Ideo-pleasure Rel<strong>at</strong>es to people’s values, a certain mobile phone could for example communic<strong>at</strong>e<br />

certain ideals. A recyclable b<strong>at</strong>tery or a biodegradable packaging could help users feel<br />

th<strong>at</strong> <strong>the</strong>y are environmentally responsible. Aes<strong>the</strong>tical values also affect ideo-pleasure -<br />

products are not just appreci<strong>at</strong>ed for <strong>the</strong>ir functionality.<br />

Comments<br />

Jordan sees <strong>the</strong> four-pleasure framework as means for structuring thoughts as regards to pleasure, it is not<br />

intended - in itself - to explain why people experience pleasure. The focus is on <strong>the</strong> use quality pleasure, but as<br />

pleasure - in a utilitarian way - can be seen as <strong>the</strong> result of many o<strong>the</strong>r use qualities, more use qualities are covered<br />

indirectly. In Jordan’s book <strong>Design</strong>ing Pleasurable Products, numerous methods - th<strong>at</strong> can be valuable when designing<br />

products th<strong>at</strong> give users pleasure - are presented. Among <strong>the</strong>se are checklists th<strong>at</strong> cover vari<strong>at</strong>ions in users th<strong>at</strong><br />

designers should take notice of, as well as product properties th<strong>at</strong> rel<strong>at</strong>e to <strong>the</strong>se differences. Jordan is one of <strong>the</strong><br />

pioneers in <strong>the</strong> area of user experience design and he has been preaching designers to look beyond usability for<br />

several years. His framework might be one of <strong>the</strong> more promising and practical approaches on how to design for<br />

a total user experience.<br />

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