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1.5  The goals of interaction design  19

                           The goals of  designing interactive products to be fun, enjoyable, pleasurable,
                        aesthetically pleasing and so on are concerned primarily with the user experience.
                        By this we mean what the interaction with the system feels like to the users. This in-
                        volves explicating the nature of the user experience in subjective terms. For exam-
                        ple, a new software package for children to create their own music may be designed
                        with the primary objectives of  being fun and entertaining. Hence, user experience
                        goals differ from the more objective usability goals in that they are concerned with
                        how users experience an interactive product from their perspective, rather than as-
                        sessing how useful or productive a system is from its own perspective. The relation-
                        ship between the two is shown in Figure 1.7.
                           Much of  the work on enjoyment, fun, etc., has been carried out in the enter-
                        tainment and computer games industry, which has a vested interest in understand-
                        ing the role of pleasure in considerable detail. Aspects that have been described
                        as contributing to pleasure include: attention, pace, play, interactivity, conscious
                        and  unconscious control, engagement, and style of  narrative. It has even  been
                        suggested that in these contexts, it might be interesting to build systems that are
                        non-easy to use, providing opportunities for quite different user experiences from
                        those designed  based on usability goals (Frohlich and Murphy, 1999). Interact-
                        ing with a virtual representation using a physical device (e.g., banging a plastic



                                      TfUn ----,

                                                             emotionally
                                 satisfying
                                  /                            fulfilling
                                                efficient
                                                  TI

                                                             effective
                                   easy to
                        enjoiable   how to use               to use   rewarding
                                 remember
                          i                                               1



                                                                      supportive
                                                             to use
                                     learn
                        entertaining   easy to               safe     of creativity
                            \                                            /
                                               havetgood
                                                 utility
                                 \                                 /
                                  helpful                   aesthetically

                                               motivating
                        Figure 1.7 Usability and user experience goals. Usability goals are central to interaction de-
                        sign and are operationalized through specific criteria. User experience goals are shown in
                        the outer circle and are less clearly defined.
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