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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Flexible Permitting use by people with a range of different skill levels and in different circumstances<br />
by providing simple levels of rewarding interaction to get started with possibilities for more<br />
sophistic<strong>at</strong>ed functions l<strong>at</strong>er.<br />
Personal Allowing <strong>the</strong> user to personalize <strong>the</strong> device and its content in a cre<strong>at</strong>ive way.<br />
Comments<br />
The framework presented can help designers structure <strong>the</strong>ir thoughts on how users change <strong>the</strong>ir behaviors and<br />
expect<strong>at</strong>ions when experiencing something, and wh<strong>at</strong> factors contribute to <strong>the</strong>ir experiences. The biggest value,<br />
however, is likely <strong>the</strong> seven design principles th<strong>at</strong> are introduced. These principles are based on knowledge acquire<br />
when designing real products for big companies like Kodak and Handspring. Fur<strong>the</strong>rmore, Jane Fulton Suri has<br />
vast experience from one of <strong>the</strong> world’s leading design agencies – IDEO - where she is Director of Human<br />
Factors <strong>Design</strong> and Research. Thus, it could be argued th<strong>at</strong> <strong>the</strong> principles presented have high validity and<br />
<strong>the</strong>refore can be seen as m<strong>at</strong>erial th<strong>at</strong> could widen <strong>the</strong> use quality portfolio.<br />
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