Amberlight unveils new look offices
Amberlight has revealed their new-look offices including state-of-the-art equipment for viewing and recording tests.
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The traditional focus of usability has been ensuring systems and products are engineered to "fit" the user: products must be effective, efficient, and satisfying. More recently, theorists and practitioners are extending our understanding of human-computer interactions to suggest that usability is not the exclusive aim of product design. Whilst it is vital, it must also be complemented with design features that create positive experience.
Note: Recently, theorists have had much debate as to whether the focus of the new school of thought should be "pleasure", "engagement", "fun", "immersion", "satisfaction", or any other positive experience. This briefing does not address this debate - rather, it simply supposes that there's more to technology design than usability.
The HCI community are waking up to something that product designers have known for ever: things should be nice. Car manufacturers have traded on the beauty of the forms they produce to elicit emotion in people and encourage sales.
In the field of technological interactions, the principle is no different. To maximise usage, advocacy, and ultimately bottom-line sales, interfaces should be designed with focus on positive emotions (pleasure) in addition to usability.
With regard to human-computer interactions, Jordan (1999) has categorised pleasure in a useful way:
Donald Norman (2004) has a similar breakdown, on a hierarchical basis, of Visceral, Behavioural and Reflective levels of processing that are stimulated by appearance, effectiveness in use, and self-image respectively.
The theory behind emotion in design is very interesting, but doesn't often stray into pragmatic design solutions. There are no structured design methodologies in existence, rather a set of testing methodologies, and a raft of principles (design patterns). Some of these are:
Using human forms such as faces and smiles are inherently pleasurable
as interface components
Aesthetic design is important, but subjective. Allowing users to modify
the aesthetic design of their products (PC desktops, mobile phone covers,
web portals) will al encourage emotional response. Note that users will
not select aesthetic treatments that hamper usability, and so the default
should never be either. Whilst it has been shown that users will tolerate
poorer usability if other design features evoke positive emotions, this
should hardly be a design goal.
Narrative
Users respond positively to stories, cause-and-effect, social allegories
of otherwise utilitarian actions (e.g. "deleting" a file is
not as compelling as placing it in a "rubbish bin", and setting
up a usage profile is not as compelling as having a social actor talk
you through it.)
Appeal to all senses
Humans have always sought out stimulation; when left in isolated conditions,
we event hallucinate sensory stimulation to meet this end. Interfaces
that focus on multiple senses will be appealing (though never used if
this diminishes usability or accessibility).
Mikhail Csikszentmihalyi has identified the concept of "flow" - sportsmen call it "being in the zone" - where a persons' ability and the challenge they are undertaking are perfectly balanced. In these situations, individuals are fully immersed, often unaware of external events. It is a pleasurable experience.
The implications of "flow" are that challenges must be constantly moderated in order to match the individuals increasing ability. In games, play must be kept at a suitable level (either artificially, by player-selected settings, or organically, via responsive game design).
Chris Crawford, stalwart game theorist, remarks that the point of play is the challenge - not just the goal. For instance, there are often "loopholes" in a game that help you reach the goal quicker (e.g. moving closer to the screen when aiming with a infrared pointer or finding a bullet-proof hiding spot in a shooting game). However, these tricks are removing the challenge. As a consequence, the games themselves become valueless. They are no longer played.
If the point is challenge, we must define what categories of challenges exist and ways we can engineer them. Some have been suggested:
Challenge wont create enjoyment without:
Rules
Rules are the structure of an activity, notably games. Without them,
effective challenge is impossible. According to Salen and Zimmermann (2000),
they must be:
Feedback
It is also important to stress that challenge can only be employed
as a prompt for extended use if the feedback is sufficient. Feedback may
be very simple ("Well done!") or more subtle (environmental
changes to indicate progress). Equally, the feedback can be utilitarian
(a score increase is a very usable feedback) or have emotional impact
in of itself (enchanting sound effects, increase in altitude in a climbing
game, smiling from other game characters).
Many people enjoy themselves alone, from reading to playing videgames. Even then, these solo activities often have a social function. Discussing books or comparing highscores often takes place. Often, people take enjoyment from technologies together. When there are multiple participants, features that contribute to enjoyment tend to emerge that are not contained within the technology itself:
Etiquette
They are not explicit rules, but nonetheless they are a framework
of participation that are understood, and often is a reward in of itself
for extended participation. Etiquette is one way that games can define
communities and encourage socialisation.
Real world proxies / replacements
Much beyond etiquette, people are increasingly taking part in highly-social
games or computer-supported activities that enhance (or replace) their
relationships. As an extension of bragging about success in Monopoly,
participants value the opportunity to brag how close they were to death
from their acquaintances in multiplayer shooting games. In a further development
Massive Multiplayer Games (such as Lineage, currently played by
4 million people worldwide) are being used primarily as social environments,
as opposed to this being an emergent feature.
Amberlight has revealed their new-look offices including state-of-the-art equipment for viewing and recording tests.
read press release