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Designing the ground for pleasurable experience

Published: 22 August 2007 Publication History

Abstract

In this article we present a theoretical framework and some models for assisting the conception of tactile communication devices. In order to propose relevant concepts and successful innovative products, designers need to anticipate as early as possible the user experience that will emerge from actual use of the product they are developing. The way the designer imagines the qualities of the product has strong consequences for the possible experience that will be available to the user. However, it is very difficult to accurately anticipate the actual experience of the user; and the lack of knowledge concerning the final user is particularly drastic in the case of high-technology applications, where the potentialities of the technology are hugely superior to the acceptability of the final users. In order to remedy this difficulty, this article presents research from the fields of design, cognitive science and Virtual Reality, in order to understand how lived experience is constituted by the use of a technological device. The aim of this research is to provide guidelines for anticipating user experience in the design process. We found that there are two kinds of perception over time: perceiving the other as part of environment, versus perceiving the activity of other perceiving me. It is by switching between these two kinds of perception that it becomes possible for one subject to understand the position from which the other subject perceives the scene. We call this process the constitution of a « point of view ». From this ability to constitute a system of "points of view", the feeling of sharing a common space with another intentional being can emerge. Finally, we present the application of these considerations to the design of devices for interindividual interaction.

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  • (2018)A Design Framework for Instrumenting Analytic Provenance for Problem-Solving TasksProceedings of the 7th International Conference on Kansei Engineering and Emotion Research 201810.1007/978-981-10-8612-0_66(633-643)Online publication date: 14-Mar-2018
  • (2017)Technologies to Access Space Without Vision. Some Empirical Facts and Guiding Theoretical PrinciplesMobility of Visually Impaired People10.1007/978-3-319-54446-5_2(53-75)Online publication date: 22-Aug-2017
  • (2015)Identifying the needs of children living with visual impairmentProceedings of the 27th Conference on l'Interaction Homme-Machine10.1145/2820619.2820630(1-10)Online publication date: 27-Oct-2015
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      cover image ACM Other conferences
      DPPI '07: Proceedings of the 2007 conference on Designing pleasurable products and interfaces
      August 2007
      532 pages
      ISBN:9781595939425
      DOI:10.1145/1314161
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 22 August 2007

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      View all
      • (2018)A Design Framework for Instrumenting Analytic Provenance for Problem-Solving TasksProceedings of the 7th International Conference on Kansei Engineering and Emotion Research 201810.1007/978-981-10-8612-0_66(633-643)Online publication date: 14-Mar-2018
      • (2017)Technologies to Access Space Without Vision. Some Empirical Facts and Guiding Theoretical PrinciplesMobility of Visually Impaired People10.1007/978-3-319-54446-5_2(53-75)Online publication date: 22-Aug-2017
      • (2015)Identifying the needs of children living with visual impairmentProceedings of the 27th Conference on l'Interaction Homme-Machine10.1145/2820619.2820630(1-10)Online publication date: 27-Oct-2015
      • (2014)Negotiation Models for Mobile Tactile InteractionMobile Social Signal Processing10.1007/978-3-642-54325-8_7(64-73)Online publication date: 2014
      • (2013)Designing for perceptual crossingProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2470654.2466251(1901-1910)Online publication date: 27-Apr-2013
      • (2012)Designing for perceptive qualitiesProceedings of the Designing Interactive Systems Conference10.1145/2317956.2318030(496-505)Online publication date: 11-Jun-2012
      • (2012)ReferencesDesign Research Through Practice10.1016/B978-0-12-385502-2.00016-X(179-197)Online publication date: 2012
      • (2011)Designing for perceptual crossing to improve user involvementProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1978942.1979222(1929-1938)Online publication date: 7-May-2011
      • (2008)ActionCubeProceedings of the 2nd international conference on Tangible and embedded interaction10.1145/1347390.1347428(169-172)Online publication date: 18-Feb-2008

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