Design for Experience : Where Technology Meets Design and Strategy
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Preface Acknowledgements Endorsements Contents Part I Basics of Human Experience Chapter-1 A Real Experience 1.1 Introduction 1.2 Cases of Big Changes 1.3 Technology Cannot Explain Everything 1.3.1 A Weather Forecasting Stone 1.3.2 So Close, yet so Far Away: Technology Innovation Theory 1.4 A Short History of HCI 1.5 What is User Experience (UX)? 1.5.1 Important Areas of UX Applications 1.5.2 UX and Experience Design 1.5.3 Knowing the Human in Human Experience 1.5.4 Strategic Thinking for Human Experience 1.5.5 A Holistic yet Specific Thinking for Human Experience 1.6 Three Principles of Experience 1.7 What is Real Experience? 1.7.1 Three Conditions for Real Experience 1.7.2 Design for Experience 1.8 Summary 1.9 Discussion Topics References Chapter-2 The Three Threads of Experience 2.1 Introduction 2.2 Experience is Like an Intertwined Lump of Thread 2.3 Threads of Experience: An Essential Compromise 2.4 The Sensual Thread of Experience 2.4.1 Weaving the Sensual Thread with a Sense of Presence 2.4.2 High Presence vs. Low Presence 2.4.3 Why is Presence Important for Sensual Experience? 2.5 The Judgmental Thread of Experience 2.5.1 Value Judgment: is my Experience Useful? 2.5.2 Locus of Causality Controls the Judgmental Thread of Experience 2.5.3 Internal Locus of Causality vs. External Locus of Causality 2.5.4 Why is Locus of Causality Important in Judgmental Experience? 2.6 Compositional Thread of Experience 2.6.1 Temporal Relationships: Relationships among the Past, Present and Future 2.6.2 Social Relationships: Relationships Between Me and Others 2.6.3 Structural Relationships: Relationships Between Me and Products/Services 2.6.4 Harmony as the Ideal State of the Compositional Thread 2.6.5 Relational Cohesiveness: How Tight are We? 2.6.6 Strong Cohesiveness vs. Weak Cohesiveness 2.6.7 Why is Cohesiveness Important in the Compositional Thread of Experience? 2.7 Unweaving Experience into the Three Threads of Experience 2.8 Summary 2.9 Discussion Topics References Part II A Strategic Framework for Experience Design Chapter-3 Achieving the Balance of Experience 3.1 Introduction 3.2 Tuning with the World’s Frequency 3.3 What Does Confucius Say About Experience? 3.3.1 The Balance of Experience as a Three-Dimensional Model 3.3.2 The Mean and Harmony in the Three Dimensional Model of Experience 3.4 SET: The External Environment of Human Experience 3.4.1 The Characteristics of the Socio-Cultural Environment 3.4.2 The Socio-Cultural Environment and the Threads of Experience 3.4.3 The Characteristics of the Economic Environment 3.4.4 The Economic Environment and the Threads of Experience 3.4.5 The Characteristics of the Technological Environment 3.4.6 The Technological Environment and the Threads of Experience 3.5 The Balance of Experience and a Successful Product or Service 3.5.1 Dominant Design and the Synchronization of Experience and Environment 3.5.2 The Dominance of Dominant Design 3.5.3 An Exception to Every Rule 3.6 The Experiential Point of Balance 3.7 Summary 3.8 Discussion Topics References Chapter-4 Creative Conflicts and Dynamic Balancing 4.1 Introduction 4.2 There is No Eternal Winner 4.3 Changes of Dominant Design 4.3.1 Sense of Presence Varies with Time 4.3.2 Locus of Causality Changes with Time 4.3.3 Relational Cohesiveness also Changes with Time 4.4 Conflicts and Contradictions that Power Innovation 4.4.1 Paradigm Shifts Start with Conflict 4.4.2 Changes in the Environment Cause Cognitive Dissonance 4.4.3 Conflict is a Golden Opportunity for New Experiences 4.5 Two Kinds of Very Different Innovations 4.6 The Dynamic Balance of Experience 4.6.1 Sustaining Innovation from the Perspective of Sensual Experience 4.6.2 Sustaining Innovation from the Perspective of Judgmental Experience 4.6.3 Sustaining Innovation from the Perspective of Compositional Experience 4.6.4 Disruptive Innovation from the Perspective of Sensual Experience 4.6.5 Disruptive Innovation from the Perspective of Judgmental Experience 4.6.6 Disruptive Innovation from the Perspective of Compositional Experience 4.7 Using ‘Design for Experience’ for Innovation 4.8 Summary 4.9 Discussion Topics References Part III UX Factors and Design Features for Real Experience Chapter-5 Design for Senseful Experience 5.1 Introduction 5.2 Virtual Golf Simulator 5.3 Sense of Presence 5.3.1 Vividness: A Key Perceptual Lever of Sensual Experience 5.3.2 Interactivity: A Key Behavioral Lever of Sensual Experience 5.3.3 Vividness and Interactivity 5.4 Eight Case Studies on Vividness and Interactivity 5.4.1 Golfzon Vision 5.4.2 Su Norebang 5.4.3 UHD TV 5.4.4 Klive 5.4.5 Nintendo Wii 5.4.6 Internet Radio Application 5.4.7 eBook 5.4.8 Background Music 5.5 UX Factors and Design Features for Vividness 5.5.1 Narrativity 5.5.1.1 Metaphor-Based Symbol Interface 5.5.1.2 Metaphor-Based Interaction 5.5.1.3 Narrative-Based Information Architecture 5.5.2 Concreteness 5.5.3 Media Richness 5.6 UX Factors and Design Features for Interactivity 5.6.1 Controllability 5.6.2 Exchange of Meaning 5.6.3 Synchronicity 5.7 Summary 5.8 Discussion Topics References Chapter-6 Design for Valuable Experience 6.1 Introduction 6.2 Korean e-Government Service 6.3 Locus of Causality 6.3.1 Hedonistic vs Utilitarian: Key Result-Oriented Levers for Judgmental Experience 6.3.2 Autonomy vs. Automation: Key Process-Oriented Levers for Judgmental Experience 6.3.3 Result-Oriented and Process-Oriented Levers 6.4 Eight Case Studies on Result-Oriented and Process-Oriented Levers 6.4.1 I Love Coffee 6.4.2 Tamiya RC Car Porsche 934 Turbo RSR 6.4.3 Beatpacking Company—BEAT 6.4.4 Philips Hue 6.4.5 Easy Taxi 6.4.6 AD 418R, 18V Rechargeable Driver Drill 6.4.7 E-Government Portal, Minwon 24 6.4.8 LG Robot Vacuum Cleaner—Roboking 6.5 UX Factor and Design Features for Hedonistic Value 6.5.1 Serendipity 6.5.2 Playability 6.6 UX Factor and Design Features for Utilitarian Value 6.6.1 Compatibility 6.6.2 Consistency 6.7 UX Factor and Design Features for User Autonomy 6.7.1 Customizability 6.7.2 Challenge 6.8 UX Factor and Design Features for System Autonomy 6.8.1 Agent-Awareness 6.8.2 Adaptivity 6.9 Summary 6.10 Discussion Topics References Chapter-7 Design for Harmonious Experience 7.1 Introduction 7.2 Incheon Airport: A Highly-Cohesive International Travel Service 7.3 Relational Cohesiveness 7.3.1 Density: A Key Lever of Connectivity 7.3.2 Centrality: A Key Lever of Distribution 7.3.3 Density and Centrality 7.4 Eight Case Studies on Density and Centrality 7.4.1 Google Glass 7.4.2 Incheon Airport 7.4.3 Samsung Zipel Kimchi Refrigerator 7.4.4 Traditional Korean Market 7.4.5 Samsung Galaxy S Series 7.4.6 Facebook 7.4.7 Smart TV 7.4.8 11ST Online Shopping Mall 7.5 The Key UX Factor and Design Features for High Density 7.5.1 Reciprocity 7.5.2 Complexity 7.6 The Key UX factor and Design Features for Low Density 7.6.1 Similarity 7.6.2 Salience 7.7 Summary 7.8 Discussion Topics References Part IV Summary Chapter-8 Design for the Next Real Experience 8.1 Introduction 8.2 The Internet: A Life-Changing Experience 8.3 Why Does Experience Come First? 8.4 Design for the Next Experience, Under a Telescope 8.5 Putting the Framework into Action 8.5.1 Step 1: What is a Companion Experience? 8.5.2 Step 2: What are the Environmental Factors Affecting Companion Experience? 8.5.3 Step 3: Where is the Point of Balance of Companion Experience? 8.5.4 Step 4: Which UX Factors Lead to a Point of Balance? 8.5.5 Step 5: Which Design Features are Necessary for the Key UX Factors? 8.6 The Characteristics of Organizations that Create Great Experiences 8.7 Summary 8.8 Discussion Topics References Epilogue Self Epitaph (自銘)
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