The slides will probably do this more justice, but these are my notes:
The presenter was Andy Powell from Universal Mind
We are surrounded by great experiences – nice cars, satellite radio online service (pulsar), gourmet food delivered inexpensively…the iphone (which changed the way we view what a phone can do)…the movie Pulp fiction (ok this was a stretch)
Defining Experience Design
people’s guesses
- looks nice
- works the right way
- how it works in its context
But what is really is is users/technology
The user wants to be inspired and makes the user come back. If you can get them into the immersive place, where they have to be there, then you have got a good design
Styling is not design…skin and style at the end is NOT design. Design is more immersive and is part of the process.
There are 4 steps to making a good design
- Discovery (figure out what the need is)
- Design (wireframes, user testing, prototyping, gives the user a good idea of the look and feel)
- Development (making the design bring up tangible results for the underlying application)
- Deployment
The presenter called this the 4D process
the process is a marriage of Ideas (users ideas) and Technology (the thing that is the right one for the problem)
Why are we doing this? Because the technology facilitates a great design…look at the Dyson vacuum cleaner
The art & science of experience design
The path you eye follows is a circular clockwise movement. There’s a reason that the apple on an apple is in the top left corner and the default icon sort starts on the right side of the screen. Your eye will start on the top left in western society (it will be different for other cultures of course)
misused technology hinders experience
I’m sure we can think of examples
understand our audience/users
in order to do this we need to establish trust, so that they will give us feedback honestly and openly. Trust goes both ways…the app can’t blow up (like twitter when crashes) on the user
Triggering emotion
we want to trigger a positive emotion. Then he showed this ikea ad which showed this pathetic lamp in the rain…and then someone steps on the screen and says “what are you crazy, its just a lamp”
Emotion is the added value of design. ”reason lead to conclusions, emotion leads to action”
environment also affects perception
think about different people’s reactions to snow (people who live in different parts of the country
What’s the story / goal?
good stories connect the user. The elements of the story are lead character, ambition, conflict, resolution
How is the story being told?
must be from the user’s perspective — This is where Personas arise
Title (picture) overview characteristics goals frustration influenceers questions knowledge
Personas create Empathy
as developers we should be asking from the users perspective, he hits the button — what does he expect to happen?
Features are Dead -
focus on the solution and features will follow
Create User Stories
chart interactions, data access, system persona, actors, even inanimate things can be viewed this way. These stories are crucial…developers write the stories. This is the point where we take the wireframes from the designers and define what can be built.
Good UX arises from a collaboration between designer and developer
Notice the experiences around you…and bad experiences will start annoying the $#|+ out of you. The ENTIRE experience is the key, the whole immersive experience. That includes people interaction as well as RIA.






