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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Shedroff – A Unified Field Theory of <strong>Design</strong><br />
A part of Shedroff’s (1994) Unified Theory of <strong>Design</strong> covers interaction design, where six spectrums of<br />
interactivity are presented. <strong>Experience</strong>s can be passive, like w<strong>at</strong>ching TV, or interactive, like having a<br />
convers<strong>at</strong>ion.<br />
The six dimensions of interactivity.<br />
Feedback and Control Refers to how much control <strong>the</strong> audience has over <strong>the</strong> outcome of <strong>the</strong><br />
interaction and how much feedback exists in <strong>the</strong> interface.<br />
Cre<strong>at</strong>ivity and Productivity Refers to wh<strong>at</strong> degree <strong>the</strong> user has to particip<strong>at</strong>e by cre<strong>at</strong>ing and manipul<strong>at</strong>ing<br />
instead of merely w<strong>at</strong>ching and consuming.<br />
Communic<strong>at</strong>ions Refers to wh<strong>at</strong> degree <strong>the</strong> technology lets users meet o<strong>the</strong>rs and/or talk to <strong>the</strong>m<br />
and share <strong>the</strong>ir personal stories and opinions<br />
Adaptivity Refers to wh<strong>at</strong> degree <strong>the</strong> technology notices users behavior and adapts and<br />
changes <strong>the</strong> experience.<br />
These six dimensions can be plotted in a diagram th<strong>at</strong> Shedroff calls <strong>the</strong> experience cube, in which every<br />
experience – medi<strong>at</strong>ed or not - can be placed. As a six-dimensional cube not can be represented on paper,<br />
Shedroff has combined dimension to reduce <strong>the</strong> number to three:<br />
The <strong>Experience</strong> Cube.<br />
Comments<br />
Shedroff’s Unified Theory of <strong>Design</strong> does not provide<br />
designers with direct design techniques or evalu<strong>at</strong>ion<br />
methods; r<strong>at</strong>her it classifies and organizes media in a very<br />
useful way. The six dimensions of interactivity can be<br />
seen as product dimensions and <strong>the</strong>reby act as a helpful<br />
checklist for designers. Though it is not clear how <strong>the</strong>y<br />
should be broken down to goals and measurements,<br />
some of <strong>the</strong> dimensions could be mapped to use qualities<br />
to help design better experiences.<br />
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