Usability Quote of the Day

May 23, 2012

There's something very odd going on here. If designers made completely unrealistic assumptions about the physical world when designing technology, then we would blame them (and likely sue them) for technical incompetence. Yet when they make grossly unrealistic assumptions about human nature... we don't blame the designers, we blame the unfortunate people who are just trying to do what the design requires. -- Kim Vicente, The Human Factor, p. 45.    (via interaction-design.org)

Wednesday, November 09, 2005

Edification and Commutation: Canons for Experience Design

Experience design defined as requiring edification ...

"I observed last week that brand focus limits the effectiveness and to some extent denigrates the potential power of experience design. Experience design isn’t just about making things work better or more memorable, for the purpose of making sales. The design of “user experience” and “customer experience” may be the Next Big Things in marketing, but like the design of milk cartons or tennis shoes, they’re more about engineering than experience.

Jim Hendrix had it right. We aren’t users or buyers of experience (though we can impose a price for the opportunity to have an experience, the exchange of cash being its own petty experience). We are, as Dictionary.com puts it, “experiencers.” We personally participate in creating experience. To be human we must experience the world within collective and personal frameworks: our cultural traditions and our individual intellects, emotions, and spiritual selves.

Canons are rules that define a profession's ethics and by extension, the practice of the profession itself. I propose two canons for experience designers, motivations more profound than moving goods, selling politicians, or hyping destination resorts: experience design must edify and it must commutate."   continued ...   (Via Total Experience)

Edification. - User Interface Design, Human Computer Interaction (HCI), Ergonomics

Edification.

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