scholarly journals Do Products Respond to User Desires? A Case Study. Errors and Successes in the Design Process, under the Umbrella of Emotional Design

Symmetry ◽  
2020 ◽  
Vol 12 (8) ◽  
pp. 1350
Author(s):  
María Alonso-García ◽  
Miguel-Ángel Pardo-Vicente ◽  
Lucía Rodríguez-Parada ◽  
Daniel Moreno Nieto

This article introduces a methodological approach to the evaluation of different industrial products according to Norman’s approach and dimensions, focusing on a specific case study. The study also shows different possibilities to guide industrial designers during the design process in order to create products with high emotional value. For those, the case study was done with 330 target specific users, submitting nine prototypes (designed for different targets) to the user experience evaluation and product perception analysis. The evaluated proposals were selected from a total of 45. The results show the visceral, behavioural and reflective levels perceived by those users to whom each product is intended, as well as the target deviation within the design process. In this sense, the emotional response reveals the asymmetric character of perception according to Norman’s dimensions.

Author(s):  
Kata Kapusy ◽  
Emma Lógó

User experience (UX) has been a hot topic and should be an integral part of the design process – from the early concept to the final product. This article introduces a UX evaluation methodology that helps collect the pragmatic and hedonic attributes of an application in the onboarding process. Moreover, the presented method helps not just to understand the UX (including customers’ unconscious need, desire, and pain points) but also to make the development points clear and straightforward to everyone in the product management team. We focus on a social media platform – Snapchat.


2021 ◽  
pp. 262-273
Author(s):  
Afonso Carvalhido ◽  
Rita Novo ◽  
Pedro Miguel Faria ◽  
Ana Curralo

2020 ◽  
Vol 12 (15) ◽  
pp. 6228
Author(s):  
Erik Aranburu ◽  
Ganix Lasa ◽  
Jon Kepa Gerrikagoitia ◽  
Maitane Mazmela

In the absence of user experience evaluation tools for industrial human–machine interfaces (HMI), a specific tool called eXperience Capturer (XC) has been created. It is a multi-method user-centred tool that evaluates the pragmatic and experiential aspects of employees’ interaction with industrial HMIs during the three phases of experience. In this article, a case study is shown where the XC tool is used in an industrial HMI design process. The results show that evaluation using the XC tool facilitates the creation of a new design that improves the experience of employees during interaction, increasing their autonomy, competence, closeness to the system, safety and stimulation.


Author(s):  
Toshihisa Doi

Since 2000, in the planning and development of products and services, providing users with a better experience when using products and services has become essential, resulting in a growing need for value-centered design that focuses on providing users with more attractive experience values. In this article, we introduce the value-centered product development process that has been used in the planning and development of notebook PCs, focusing on the experience value provided to the user.


2020 ◽  
Vol 29 (4) ◽  
pp. 14-20
Author(s):  
Tae-Rin Noh ◽  
Nam-Hyoung Kim ◽  
Seung-Hwa Song ◽  
Swoo-Kyung Suh

2021 ◽  
Vol 4 (1) ◽  
Author(s):  
A Miller ◽  
Karen Nourse Reed

This case study details the methodologies we used to create a gamified library orientation experience through an iterative design process involving the phases of empathize, define, ideate, prototype, and test. For libraries with staff skilled in basic HTML and graphic design, gamified experiences are possible when they approach them with a design-thinking mindset. In designing the gamified orientation experience, we used a minimal amount of coding and conducted usability testing with playtesters prior to launch. We describe a sequence of issues we encountered during playtests, and we discuss remedies we took to balance storyline, content, educational objectives, and gameplay.


2021 ◽  
Vol 6 (1) ◽  
pp. 49-60
Author(s):  
Isnan Nugraha ◽  
Agung Fatwanto

User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is  important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX design process is an important part of software development. Each company has its order and priorities in regard to the UX design processes and only follows their established UX design process framework in order to meet their product development requirements. We also found that there are different UX design process approaches from these six companies.


Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2013 ◽  
Vol 1 (1) ◽  
pp. 158-178
Author(s):  
Urcun John Tanik

Cyberphysical system design automation utilizing knowledge based engineering techniques with globally networked knowledge bases can tremendously improve the design process for emerging systems. Our goal is to develop a comprehensive architectural framework to improve the design process for cyberphysical systems (CPS) and implement a case study with Axiomatic Design Solutions Inc. to develop next generation toolsets utilizing knowledge-based engineering (KBE) systems adapted to multiple domains in the field of CPS design automation. The Cyberphysical System Design Automation Framework (CPSDAF) will be based on advances in CPS design theory based on current research and knowledge collected from global sources automatically via Semantic Web Services. A case study utilizing STEM students is discussed.


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