HFI Connect

User Experience for a Better World

Hi Everybody :)

I want to ask if U guys (and girls offcourse:) can explain some things regarding emotional design. How do U bring those concept of optimal levels to work in a design. (dissonance, knowledge of results, challenge..) Does that come from knowing your user and designing according to expected optimal levels that group will have? Thanks for your thoughts :)

romariots

Views: 11

Reply to This

Replies to This Discussion

Well that is exactly correct. It starts with knowing your user’s capabilities and designing for that. But if you have a diverse user group (and we usually do) you can have an adjustable level of difficulty. You see game designers who let the user decide by picking ‘novice mode’ etc. You can also feel out the level of expertise by letting the system start moderately and then adjust as the user succeeds (then making it harder) or fails(then making it easier). To keep things interesting, be sure not to be too linear. Cycles of challenge and success are key to creating fiero.
Hi Eric,
Can you gimme examples of few sites where this has been implemented by HFI?

Rajat
thanks for the answer Eric. Does that mean, that those principles can only be applied if we are talking about specific user group, like novice, expert, academic or they can be applied to a more wider range? Like how we can determine a optimal level of stimulation for 30 year old male, with university education, if that is our target audience, for example? Which variables should we consider when determining the optimal levels? Or am I approaching the Mather from a wrong angle? :)
r

Eric Schaffer said:
Well that is exactly correct. It starts with knowing your user’s capabilities and designing for that. But if you have a diverse user group (and we usually do) you can have an adjustable level of difficulty. You see game designers who let the user decide by picking ‘novice mode’ etc. You can also feel out the level of expertise by letting the system start moderately and then adjust as the user succeeds (then making it harder) or fails(then making it easier). To keep things interesting, be sure not to be too linear. Cycles of challenge and success are key to creating fiero.
Let me give an example that might help. So, we were working on the complete new design for a brokerage firm. Their online brokerage was famous, successful, and had a tag line that was something like “Now How Easy Can You Be”. We naturally unpacked the investment activities to make it easy. Those were the target users. But if you see our work for the companies that do professional trading support applications, or especially applications targeted at financial ‘Quants’, then you would see VERY high levels of density and complexity. Make sense?

Rajat Bhardwaj said:
Hi Eric,
Can you gimme examples of few sites where this has been implemented by HFI?

Rajat
Thanks Eric for the reply and my apologies for looking it a bit late.

Rajat


Eric Schaffer said:
Let me give an example that might help. So, we were working on the complete new design for a brokerage firm. Their online brokerage was famous, successful, and had a tag line that was something like “Now How Easy Can You Be”. We naturally unpacked the investment activities to make it easy. Those were the target users. But if you see our work for the companies that do professional trading support applications, or especially applications targeted at financial ‘Quants’, then you would see VERY high levels of density and complexity. Make sense?

Rajat Bhardwaj said:
Hi Eric,
Can you gimme examples of few sites where this has been implemented by HFI?

Rajat

RSS

Videos

  • Add Videos
  • View All

© 2012   Created by Diane Chojnowski.

Badges  |  Report an Issue  |  Terms of Service