Designing Experiences Chapters 3 and 4

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High order experiences

A person needs to recognize that the stakes increase, which creates a well-designed prosaic experience which is much less than the effect of a meaningful memorable or transformational one

Phase 2

action( individuals and knocked a response such as Behavior based on these interpretations).I s when we engage in most entertainment offerings and being a spectator our experience is that often and a phase 2.

Attribute 4 required energy

advertisers entice us with wonderful experiences purchasing ownership car travel dining etc. And if the customer does it feel they are having these experiences they're missing out.

People

all individuals involved in the experience including participants and stagers whether physically present or not.

Social norms rules

are numerous courtesies that govern our everyday interactions greeting each other queuing for service taking turns in a class or giving deference to older people and disabled for seating.

Secondary physical objects

are the uniforms and shoes.

Wolf Ross and alfredo Jornet

are two to Science Education writers emphasize that experience is unique because it moves through time and space and involves affective interaction between participants. The process by which a director determines where and how people move through the set is blocking.

Memorable experiences

are when emotions change mindful experiences into memorable ones. emotions

Transformational experiences

certain experiences that have a profound effect on the individual. They directly lead to personal changes born out of the experience. E.g (When a man gets a heart attack and realizes he needs to change . There are two distinctly transformative micro experiences that make the macro experience transformational is change).

Sports settings

coaches with experience designer the players experiences. They contribute the outcome by recruiting good players preparing them physically motivating them and developing excellent game playing strategies.

Design experiencescapes

considered relevant law social norms and experience specific rules and role expectations.

Social norms

conventions you have word from your social network.

Experiences vary

depending on situations

Scenery characteristics

of your experiences location is important because humans are hardwired paid attention to physical settings especially those where important experiences occur.

experiences are dependent

on the time of day.

Attribute 5 results

one needs to know what types of results they need or want their experiences to produce types that we hope have been driven from the target participants Pleasures: are about the senses and the emotions.

High order experiences cont'd

only happen when individuals recognized and intentionally engage in what is happening around them. include system 2 thinking and Phase 2 reflective cognition and phase 3 intentional action. Because of these demands higher-order experience is also require more energy.

6 Components of experiencescapes

people place objects rules relationships and blocking.

Generalized other

Collective influences on our Behavior.

Symbolic interaction Theory

developed by Herbert blumer. We assign meaning to the world around us as we interact with it. Things do not have a specific meaning until we give them through our interactions with them. Nike logo is an example. when we see the swoosh it shows us that it is Nike.

Attribute 3 engagement

each experience requires a different degree of participant engagement.

4th level rules

involves the social roles that individuals play out in an experience. A social role comprises a set of behaviors rights and obligations that come with a specific position. informal situations those rules are explicit. roles still exist unless formal experiences.

ubiquitous web and social media

is a 7th element. Participants will likely learn of your offered experience through some form of social media they may sign up for it using their mobile device and will often evaluated and communicate about their experience with their friend through social media.

Effects

must be anticipated and incorporated into the design of an experience.

Experience designers

must know how these different types of objects contribute to and influence experiences.

Experience designer

must manipulate cues to facilitate the recall of positive emotions and memories .

Rules calling experience

rules from established laws to social norms.

Component of blocking

the pacing of an experience, mechanical which are amusement parks moving individuals through their various attractions. Time, a countdown clock is using many sports and other gaming events moving experience along. Many computer games and other virtual reality experiences are moved forward in time by countdown clock. Printed self guide booklet, signage providing a point to point path through an attraction and the like.

Backseat contributors

the people who influence the person.

Place

the place in physical space and Chronicle time in which experience occurs.

Place (continued)

the place that experience occupies matters. This includes both its chronological and physical location which Scituate that being or existence of the experience in time and space.

Michael Eysenck hedonic treadmill

the process where an individual returns to a baseline psychological state after positive or negative experiences occur in their lives. An example is the effect of the winning of the lottery. the moment is instantaneous and can go away.

Relationships

the relationships people in the experience share that influence their interactions.

Rules

the rules that influence experiences from codified law to social expectations.

Physical location

you have to think about the characteristics of a physical location such as the five senses taste smell sight touch in hearing.

Transition from Quantum Mechanics to Observation

observation brings one of these possibilities into focus in the form of definite objects and events which are known as experiences .

Relationships cont'd

experience designers must anticipate an account for pre-existing relationships that participants are likely to have in the potential influence they may exert. friends and family people ready in relationships, people with no existing relationships, and mixed groups or some people know each other but don't know others.

Memorable experiences characteristic

Discovery

Meaningful experiences

Discovery is the main characteristic. meaningful experiences teach us something about herself or expand your knowledge about the world. They Serve as the building blocks of your personal identity and worldview .

Mindful characteristics

Effortful mental engagement

Prosaic experiences

Everyday ordinary, such as brushing one's teeth. It becomes routine and forgettable. Autopilot mode is the key characteristic system 1 of thinking.

Low order experiences

occur more frequently than higher order experiences with a potential magnitude of impact increases as you move from left to right across the framework.

Blocking

involve structuring how people in the experience will move through chronological time and physical space. It is this motion through time and space and the effective Royal participants play in this motion that makes experience a unique human phenomena.

Venue

a term used for the physical setting in which an experience occurs.

Novelty

Novelty will help such as when you receive a fancy toothbrush and your present experience now becomes Mindful and memorable you to this novelty.

Khaneman

Peaks, pits, and ends of an event lead one to creating experiences

Attribute 1 frequency and impact

They will frequently be prosaic experiences, which clouds our way of thinking and make a stuck in a routine or Rut

Chronological location

a good example is state-dependent experiences like holidays and birthdays. Experience is associated with traditions and rituals of these days would not be the same on other days.

Phases of experience

individuals become consciously aware of what is occurring in the experience: individuals begin to think more actively, third is when individuals respond and engage in co-creative actions that help sustain the experience

Occurring experiences

individuals who participate in the same experience often have diverse motivations and Report varying results include social economic variables such as gender age and ethnicity.

Phase 1

intake( consciously aware of each other's presence co-present individuals take account of all objects in the occasion and each other's actions). Intake is an example of system 1 thinking in which the mind is on autopilot.

Object

is anything that can have a tension called to it and be acted on. This includes physical objects social objects and symbolic objects. Physical objects are autistic and see in touch. Social objects are other people and symbolic object or concepts are ideas that influence interactions within experiences. Patriotism competitiveness and religiosity are all symbolic objects that motivate us to act in specific ways.

Experiencescape

is the space where the experiences take place or where they occur. The spaces where experiences occur are strategically planned, laid out, designed and organized.

Mindful experiences

is when one's mind shifts of mental autopilot mode and engages and effortful mental activity. we shift from system one to slow system 2 thinking. Effortful mental

Thomas Wendt

it is book design for desain discusses here or there as being. We believe that the six elements we are presenting situate being in time and space.

Attribute 2 novelty

it is linked with frequency. Transformational ones are the most novel.the more we experience something so let's we tend to pay attention to it. we employ system 1 thinking. novelty play a key role in determining where experiences fall within the framework because they. encourage of system 2 thinking.

Characteristics of experiences

multiple phased requiring attention based on perceptions, unique qualities distinguish certain experiences for mothers.

People / social objects

people play a role of social objects because they are capable of self-reflexive mindful other people offer more interactive possibilities during an experience but any other object. you might reflect on and interpret how other people are communicating and develop your own line of response to them depending on this interpretation your behavior and how you respond to others is to some degree Guided by a range of

Transformational experience

person has invested attention emotions identity attitudes and behaviors into the experience.

Objects

physical social and symbolic objects that play a recognized ruin the experience.

The framework

prosaic, mindful ,memorable, meaningful and transformational.

Arlie Hochschild

talks about emotional labor. Experience designers need to recognize that some experiences require more energy

Claude Romano

the French philosopher states that experience and its fundamental sense is that which by putting us in play ourselves modifies us profoundly in a way that after having cross and dirt reversed it we will never be the same again.

Blocking

the choreography of people's location and movement through an experience. If you know why people are coming to your experience you have a better chance of fulfilling their desires with a non-target experience design.

David mermin

the web has provided access to small groups a potential nice customers not previously accessible, web users are seeking information and knowledge not hyperbole about your offerings, and to be well positioned in the web you must also understand the keywords your buyers are using and use them in your copy.

Quantum Mechanics

the world only exists as stimulus is overlapping possibilities which is called superposition.

Phase 3

thinking processing planning( individuals interpret the meaning of all objects in the occasion through a minded self-reflexive internalized conversation and may alter current Concepts reviews)

3rd level rules

those that maybe you need to specific experience. A set of rules that governs how the game is played.

Methods of Blocking

what is having an appointed leader Such as tour guides classroom teachers preachers sport coaches football quarterbacks theater directors.


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