Session 5 - 6 - IsYS6596 - Usability, Experience Design and Efficiency
Session 5 - 6 - IsYS6596 - Usability, Experience Design and Efficiency
Session 5 - 6 - IsYS6596 - Usability, Experience Design and Efficiency
and Design
Year : 2020
• Accessibility
• Usability
• Acceptability
• Acceptability : TAM (Technology Acceptance Model)
• Design principles
• Engagement
• Designing for pleasure
• Aesthetics
• Collecting and Measuring Efficiency
• Analyzing and Presenting Efficiency Data
Introduction
• Physio-pleasure
This is concerned with the body and the senses. Physio-
pleasure arises from touching or handling devices or from
their smell – think about the smell of a new car, or the
pleasingly solid but responsive feel of a well-designed
keyboard
• Socio-pleasure
Socio-pleasure arises from relationships with others. Products
and devices that have a socio-pleasurable aspect either
facilitate social activity or improve relationships with others.
• Psycho-pleasure
• Ideo-pleasure
Designing for pleasure
• Psycho-pleasure
Psycho-pleasure (short for psychological pleasure) refers to
cognitive or emotional pleasure in Tiger’s framework. This
dimension of pleasure is useful for pulling together sources of
pleasure such as the perceived ease of use and effectiveness
of a device and the satisfaction of acquiring new skills
• Ideo-pleasure
Ideo-pleasure (ideological pleasure) concerns people’s values
– things one holds dear or meaningful – and aspirations. We
are more likely to enjoy using items that fit our value system.
Aspects which come readily to mind here might include a
respect for careful craftsmanship and design, the desirability
or otherwise of having an obviously expensive device, and our
perceptions of the trading ethics of the supplier (for example,
commercial software as against free shareware).
Aesthetics