Today I was teaching the PET design course in New York. As usual it was great to see the usability educated stretching and grabbing the new perspective. But an issue came up that was great. Our parents tell us that there are 'needs' and 'wants'. We learn that the 'wants' are not really that important.
But in the persuasion space, the emotional wants are VERY important indeed. Fulfilling the need for CONTROL has been shown to extend lives for people in nursing homes. So is that emotional need not important? We often think we make decisions logically. But so often; the logical conclusion is just a rationalization of an emotional decision.
So forget just targeting 'High Satisfaction'. That is no longer enough! We need to target deeper needs. That MP3 player is not just a player. It is a tool for social recognition and to support social acceptance. And if that is true, we'd better design one that works well for that! My son Noah (finishing his PhD in Game Usability at RPI) was taking the class and had a player around his neck. It flashed nicely when it played. It looked very interesting and attracted discussion. The world is no longer about an MP3 player with enough memory. So we'd better get over that! We better understand the deep drives and feelings. The interesting engineering work is in that space anyway.
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