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Experience
Experience is a key aspect in all interactive design
pieces as it is majorly highlighted in design
philosophy. In philosophy experience underlies
within our sub consciousness, it collectively creates
our likes and dislikes outlining our aesthetics.
Although our own personal experiences will dictate
how we react to an interactive piece, in order for it
to be effective it needs to provide an interesting
and positive environment accessible for the
majority of personalities.
How does effective interaction design provide people
with a successful and satisfying experience?

• Effective interactive pieces should be visually
  obvious, yet maintain a suspense that invigorates the
  user
• They should be engaged but also grasp the concept
  of the works with ease
• Users should not be concerned or involved with the
  inner workings of the piece
• Minimal effort should be required in order for the
  piece to be fully functional
- Understanding of Users
For an interactive installation to be allegeable the users must
have a developed understanding without supervision or
information being provided.

- Effective Design Process
If the design process during research is developed systematically
then the outcome will be potentially free flowing and
clear, allowing the user to become immersed in the interactivity.

- Manageable
The piece must be managed simply and should not require
constant supervision for full functionality, this allows the user to
connect with the piece on a more personal level .
- Aesthetic Experience
In order for the user to be immersed in the experience it
must hold aesthetic qualities. Aesthetics create a more
durable experience and allows users to connect with the
piece on a sub conscious level. Aesthetics in an interactive
piece allow us to act naturally and submerge ourselves
within the concept, this therefore should not require any
thought or judgment from the user create his or her
experience.
- Appropriate
An interactive piece should be engaging for all audiences, it
should not disengage any cultures etc. It should stand by ethical
requirements and consider social, cultural, economical and
technical aspects.

- Learnable / Useable
The piece should be simple to use, and be useable for any
individual, users should not have to be instructed on how the
interactive piece involves them, they should instantly adapt and
involve them.
- Needed
The topic presented should be of importance and relevant, it
must be conceptual and provide a purpose as to why it should be
interacted with.

- Mutable
It should be catered for and engage all types of audience, it
should not single out, or have a required target audience.
Experiences and Interaction

How we define an experience is entirely dependent on
our personal perception and emotional connection to
what we are interacting with. Experience is a key factor in
interaction, and it should be considered in two ways;

- The existent emotional experience
- The created emotional experience

Every user will create their own experience from an
interactive piece, even though they are provided with the
same basic information and tools.
It is hard to clearly state what in fact causes an emotional reaction, but
an obviously statement to make is that it is directly linked to an
experience or connection we have with the related emotion.
Psychologist Brian Parkinson states that emotional experience is
separated into four factors;

- An external stimulus or situation, which is considered the key
  factor.

- How the body reacts to a given situation, for example, arousal or
  fear.

- Our facial expression in the situation.

- Our reaction and action tendencies, for example, advancing in a
  threatening way shows anger, or retreating suggests fear.
Personal experience will define how we react in
certain situations, whether it is a good or bad
experience.

An experience can be defined as a knowledge
that is gained through involvement with an
event, be it physical or conceptual.

Emotions are triggered by our prior knowledge,
this can branch out and effect situations we
encounter.
“Emotions and feelings are not a luxury, they are
a means of communicating our state of mind to
others. But they are also a way of guiding our
own judgments and decisions. Emotions being
the body into the loop of reason”

(Damasio – ‘Descarted Error: Emotion, Reason
and the Human Brain’ 1994)

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“Defining the criteria for effective interaction design” – Lauralee Albern

  • 1.
  • 2. Experience Experience is a key aspect in all interactive design pieces as it is majorly highlighted in design philosophy. In philosophy experience underlies within our sub consciousness, it collectively creates our likes and dislikes outlining our aesthetics. Although our own personal experiences will dictate how we react to an interactive piece, in order for it to be effective it needs to provide an interesting and positive environment accessible for the majority of personalities.
  • 3. How does effective interaction design provide people with a successful and satisfying experience? • Effective interactive pieces should be visually obvious, yet maintain a suspense that invigorates the user • They should be engaged but also grasp the concept of the works with ease • Users should not be concerned or involved with the inner workings of the piece • Minimal effort should be required in order for the piece to be fully functional
  • 4.
  • 5. - Understanding of Users For an interactive installation to be allegeable the users must have a developed understanding without supervision or information being provided. - Effective Design Process If the design process during research is developed systematically then the outcome will be potentially free flowing and clear, allowing the user to become immersed in the interactivity. - Manageable The piece must be managed simply and should not require constant supervision for full functionality, this allows the user to connect with the piece on a more personal level .
  • 6. - Aesthetic Experience In order for the user to be immersed in the experience it must hold aesthetic qualities. Aesthetics create a more durable experience and allows users to connect with the piece on a sub conscious level. Aesthetics in an interactive piece allow us to act naturally and submerge ourselves within the concept, this therefore should not require any thought or judgment from the user create his or her experience.
  • 7. - Appropriate An interactive piece should be engaging for all audiences, it should not disengage any cultures etc. It should stand by ethical requirements and consider social, cultural, economical and technical aspects. - Learnable / Useable The piece should be simple to use, and be useable for any individual, users should not have to be instructed on how the interactive piece involves them, they should instantly adapt and involve them.
  • 8. - Needed The topic presented should be of importance and relevant, it must be conceptual and provide a purpose as to why it should be interacted with. - Mutable It should be catered for and engage all types of audience, it should not single out, or have a required target audience.
  • 9. Experiences and Interaction How we define an experience is entirely dependent on our personal perception and emotional connection to what we are interacting with. Experience is a key factor in interaction, and it should be considered in two ways; - The existent emotional experience - The created emotional experience Every user will create their own experience from an interactive piece, even though they are provided with the same basic information and tools.
  • 10. It is hard to clearly state what in fact causes an emotional reaction, but an obviously statement to make is that it is directly linked to an experience or connection we have with the related emotion. Psychologist Brian Parkinson states that emotional experience is separated into four factors; - An external stimulus or situation, which is considered the key factor. - How the body reacts to a given situation, for example, arousal or fear. - Our facial expression in the situation. - Our reaction and action tendencies, for example, advancing in a threatening way shows anger, or retreating suggests fear.
  • 11. Personal experience will define how we react in certain situations, whether it is a good or bad experience. An experience can be defined as a knowledge that is gained through involvement with an event, be it physical or conceptual. Emotions are triggered by our prior knowledge, this can branch out and effect situations we encounter.
  • 12. “Emotions and feelings are not a luxury, they are a means of communicating our state of mind to others. But they are also a way of guiding our own judgments and decisions. Emotions being the body into the loop of reason” (Damasio – ‘Descarted Error: Emotion, Reason and the Human Brain’ 1994)