© Copyright 2002, Simon Lessing Bachelor Thesis Division of Ergonomics and Aerosol Technology Institute of <strong>Design</strong> Sciences Lund University Sweden Printed in Sweden Inst. of <strong>Design</strong> Sciences Lund University Lund 2002
Abstract In this paper, <strong>the</strong> development of an experience oriented wireless virtual pet for mobile phones is <strong>at</strong>tempted. The development is based upon <strong>Sony</strong> <strong>Ericsson</strong>’s current task oriented and user centered design process, which stems from <strong>the</strong> usability engineering approach, focusing mainly on measurable qualities like effectiveness and efficiency. During <strong>the</strong> development of <strong>the</strong> virtual pet, <strong>the</strong> implic<strong>at</strong>ions of using a task-based approach for developing an experienced-based applic<strong>at</strong>ion is discussed, and <strong>the</strong> need for methods to address experience oriented development is established. Following this, altern<strong>at</strong>ive experience oriented design frameworks th<strong>at</strong> go beyond traditional usability are presented, as well as evalu<strong>at</strong>ion methods th<strong>at</strong> try to measure intangible use qualities such as fun, engagement and desirability. A conclusion is th<strong>at</strong> <strong>the</strong> research on user-experienced design still is in its infancy. As a result of this, a possible action plan for <strong>Sony</strong> <strong>Ericsson</strong> is proposed, to be used as inspir<strong>at</strong>ion for discussions, while waiting for <strong>the</strong> research field to m<strong>at</strong>ure. Keywords: <strong>User</strong> experience design, use quality, virtual pet, mobile phone, design method, framework, evalu<strong>at</strong>ion method Sammanf<strong>at</strong>tning Denna examensrapport diskuterar utvecklingen av ett upplevelsebaser<strong>at</strong>, virtuellt husdjur för mobiltelefoner. <strong>Sony</strong> <strong>Ericsson</strong>s nuvarande designprocess – som bygger på en uppgiftsbaserad usability engineering tradition – används som stöd vid utvecklingen. Under utvecklingen diskuteras huruvida det är lämpligt <strong>at</strong>t använda ett uppgiftsbaser<strong>at</strong> tillvägagångssätt vid utveckling av en upplevelsebaserad applik<strong>at</strong>ion. Vidare presenteras altern<strong>at</strong>iva, upplevelsebaserade ramverk, som har en bredare syn på användarupplevelser än usability engineering, tillsammans med utvärderingsmetoder som syftar till <strong>at</strong>t mäta mjukare kvalitéer såsom nöje, engagemang och köpvillighet. Sluts<strong>at</strong>sen är <strong>at</strong>t forskningsfältet fortfarande är ungt. I väntan på mer utvecklade teorier för upplevelsebaserad design presenteras ett diskussionsunderlag i form av en möjlig handlingsplan för <strong>Sony</strong> <strong>Ericsson</strong>. Nyckelord: Upplevelsebaserad design, brukskvalité, virtuellt husdjur, mobiltelefon, designmetod, ramverk, utvärderingsmetod