Experience Design (2/8) - by Nathan Shedroff | WebReference

Experience Design (2/8) - by Nathan Shedroff

To page 1current pageTo page 3To page 4To page 5To page 6To page 7To page 8
[previous] [next]

Experience Design


One of the most important ways to define an experience is to search its boundaries. While many experiences are ongoing, sometimes even indefinitely, most have edges that define their start, middle, and end. Much like a story (a special and important type of experience), these boundaries help us differentiate meaning, pacing, and completion. Whether it is due to attention span, energy, or emotion, most people cannot continue an experience indefinitely; they will grow tired, confused, or distracted if an experience, however consistent, doesn't conclude.

At the very least, think of an experience as requiring an attraction, an engagement, and a conclusion. The attraction is necessary to initiate the experience, though this need not be synonymous with distraction. An attraction can be cognitive, visual, auditory, or it can signal any of our senses. For example, the attraction to fill-out your taxes is based on need and not a flashy introduction. However, there still needs to be cues as to where and how to begin the experience.

The engagement is the experience itself. It needs to be sufficiently different than the surrounding environment of the experience to hold the attention of the experiences as well as cognitively important or relevant enough for someone to continue the experience.

The conclusion can come in many ways, but it must provide some sort of resolution, whether through meaning or story or context or activity to make an otherwise enjoyable experience satisfactory. Often an experience that is engaging has no real end, leaving participants dissatisfied or even confused about the experience, emotions, or ideas, they just felt.

Most technological experiences-including digital and, especially, online experiences-have paled in comparison to real-world experiences and they have been relatively unsuccessful as a result. What these solutions require is developers that understand what makes a good experience first, and then to translate these principles, as well as possible, into the desired medium without the technology dictating the form of the experience.


To page 1current pageTo page 3To page 4To page 5To page 6To page 7To page 8
[previous] [next]

Revised: June 21, 2001
Created: June 21, 2001

URL: http://webreference.com/authoring/design/expdesign/2.html