7.5 Beyond Usability

Essential idea:

Usability is not the only factor for a designer to consider; products can be designed to evoke pleasure and emotion.

Nature and Aims of Design

Nature of Design

A designer’s ability to provide satisfaction through aesthetic appeal and pleasure can greatly influence the success of a product, service or system. Understanding attitudes, expectations and motivations of consumers plays a significant role in predicting product interaction. Designers need to be empathetic and sympathetic to user emotion, which acts as a critical component to determine how he or she interprets and interacts with a product, service or system. (3.8)

Aims

Guidance

As DP Design Technology student you should:

Concepts and principles:

When designing for Emotion, designers can create stronger products that satisfy users on a deep level. Consider the three products below.  How might users feel about or engage with them on an emotional level? Which would they choose to use over the others? By understanding how to appeal to users' emotions, designers can create successful products.


The Four Pleasures Framework and the ACT Model are ways designers can focus their thinking in order to appeal to the user's emotions.

Rietveld Chair

Panton Chair

Ergohuman V2 Office Chair

The Four Pleasures Framework

The Four Pleasures Framework are considerations that can be used when designing a product or service. Successful products and services have the right balance between the four pleasures. 

Socio-pleasure

Pleasure derived from social interaction

Examples:

SNS help users communicate and connect with others.

DSLR camera and specialized camera bag communicate the users passion for photography.

Psycho-pleasure

Pleasure derived from the cognitive demands of using the product. these are products that satisfy our intellect. 

Examples:

Boardgames like Blokus  challenge the player to user their cognitive skills to win.

Using an iPad and iMovie to create a stop-motion animation.

Ideo-pleasure

Pleasure derived from how the product appeals to the user's values and beliefs.

Examples:

Bamboo handled toothbrushes by SenzaBamboo seek to replace plastic handles with biodegradable bamboo.

Physio-pleasure

Pleasure derived from the feel of the product during use. These are related to the aesthetic qualities of a product: how it looks, feels, sounds, smells, or tastes. In particular, physio-pleasure is related to how the aesthetic qualities combine to enable the an action to be performed.

Examples:

Engineering smells and sounds

Miyabi knives are renowned for their balance, sharpness, and aesthetic quality, and are used by professional chefs around the world.

The Four Pleasures Framework, particularly ideo-pleasure and physio-pleasure, can be particularly useful in developing aspects of your IA. These could be elements you explore and confirm in Criterion B, but include in specifications in Criterion A.

Designing for Emotion

Designing for emotion creates products that increase user engagement, loyalty and satisfaction. By satisfying the emotions of the user, a product can stand out in a crowded marketplace.

Donald Norman, author of The Design of Everyday Things, describes emotional design as consisting of three components: Visceral Design, Behavioral Design, and Reflective Design.

Attract - Converse - Transact (ACT) Model

The ACT model is a framework for intentionally triggering an emotional response in the user. The goal is to create emotionally rewarding experiences for users.

Attract

Design Goal: The product is desirable because it is aesthetically appealing. The look and feel of the product attracts the user. Unconscious and automatic responses

Converse

Design Goal: The product is usable. The user interacts with the product in order to understand, learn, and utilize the product. Unconscious and automatic responses occur through interactions

Transact

Design Goal: The product accomplishes what it was designed for and is deemed useful by the user. This relationship is built over time.

Resources: