HMD 220 Module 1 Quiz(Designing Experiences Chapters 1 and 2

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Experience phases

Anticipation, participation and reflection

Macroexperience

Anticipation, participation and reflection

Microexperiences

are discrete interactional episodes across the anticipation, participation and reflection phases that together constitute the cumulative macroexperience

producing the experience of the new paradigm of production

because of the requirement for co-creation with participants

Participation

begin to interact with elements of the actual experience

B Jospeh Pine II and James H Gilmore

claim that experience helps with economic progression from delivering a service to providing an engaging experience

Experience demands

conscious attention, engagement and action

Brains

crave stimulation and interact with thee environment

Customer experience design

deals with the design of customer company interactions

Experience is consciousness of

ongoing interaction

Experience is

different from service

Designing experiences

requires intentional tested process to create experiences that will lead participants through a sequence of interactions across all three experience phases, interactions that produce results desired by the participant and intended by the experience designer

Chip and Dan Heath

shared experiences especially those that allow people to struggles together while looking to obtain meaningful goal, built powerful and deep connections between individuals

merging of action and awareness

you are completely focused and engaged with the experience at hand

loss of self consciousness

you are so engrossed in the experience that you lose awareness of other things happening around you, including concern for what others may be thinking of you.

Immediate Feedback

you know how well you're doing in relation to the stated goals as you enagae in the experience

time becomes distorted

you lose complete track of time, and experiences that seem to take only minutes may actually have taken hours

Your participation is intrinsically motived

you want to participate for the sake of the experience as opposed to some external reward.

Kids

need to find the sweet spot between understimulation (Bored) and overstimulation(Anxious)

Edvard Moser

explores how the brain accounts for space in our position within it notes with this work we have found an area with activity so strong relating to the time of an event or experience it may open up a whole new research field.

experience definition

Experience is a unique interactional phenomenon resulting from conscious awareness and reflective interpretation of experience elements that is sustained by a participant culminating in personally perceived results and memories.

Service experience design

involves intentionally creating effective and positive service encounters

Experience Sampling

involves paging participants at random during the day and having them complete few questions

Engagement

a subjective state that draws heavily on the flow theory and is present when individuals can answer affirmatively to such questions, "Did time stop for you? Were you completely absorbed in the task? Did you lose self-consciousness?

Dr. Michael Ellis

1960s-1970s he conducted observational studies of children and was interested in understanding the motivations behind outcomes and resulting from unstructured play.

NPS Ratings

9 or 10 are promoters and 0 and 6 are detractors

NPS

Net Promoter Score

Paul Dolan

PPP (the pleasure-pain principle) pleasure is contrasted with pain, and purpose is contrasted with pointlessness.

Microexperience

Participant x Experience elements=Perceived results

Rita Elmkviist

States the network referring to the three areas of the brain that jointly accomplished this does not explicitly encode time. Nilsen in reporting the work of the Kalvi research team States experienced in the succession of events within experience are the substance of which subjective time is generated and measured by the brain.

System 1

System 1 thinking occurs quickly and involves little conscious attention. It makes up many of our daily experiences. These experiences do not include cognitive awareness but not the rational processing of information that characterizes system 2 thinking.

System 2

System 2 Thinking is slower and more deliberate than system 1 thinking. It involves rational thought processing the kind of interactive engagement likely need to steam interest and result in lasting memories. System 2 Thinking is triggered by experience that the man more concentrated attention like deciding which job offer to accept for how to respond to the nearby presence of a rattlesnake. Kahneman points out that many of our system one thoughts weird arrive at some point from system to deliberations. System to is the key system because it provides a mechanism for memory. Each of us acquired our system one repeteur through our own history with system to experiences. experiential history derive from previous system to interactions that he or she will use to process and perceived experiences you provide.

Various types of thinking

System one operates automatically and quickly with little or no effort and no sense of voluntary control. system 2 I will keep the tension to the effortful mental activities that demanded including complex computations the operations of system to are often associated with a subjective experience of agency choice and concentration.

The same is true for employees.

The authors of a deloitte Insight Trends report notes high-performing companies have found ways to enrich the employee experience leading to purposeful productive meaning for work. This result is accomplish by expanding and redefining an employee's relationship with the employer. This approach assumes a more holistic view of Life at work by obtaining constant feedback from employees to Monitor and take action to improve their ability to do their day-to-day work.

Accomplishment

The pursuit of achievement for its own sake this can be fulfilled in both the personal and the professional sphere it represents a desire to develop a domain Mastery not for praise or remuneration But simply to gain a sense of competence.

clear goals

You know what you're trying to accomplish in the activity

User experience design(UX design)

focuses on the design of human-computer interactions

Experiences involves

focusing on the context

Jennifer ouellette

how the brain fix is the timing of the events we experience depends on episode of memory. Whenever you remember key events from your past you are tapping into episode of memory which encodes would happen where it happened and when it happened doing so for all of our remembered experiences .

Perceived Results

include thoughts, emotions, attitudes or behaviors

Macro/microexpereicne

is based on the elevation from the which you view the experience

staging experience

is not about entertaining customers it's about engaging them.

producing experience

is simply an extension of normal production processes is naively replete in the literature and no one is suggesting otherwise.

Short term memory

is used during system 2 Thinking which requires us to remember multiple facts on a short-term basis to use during intense thinking and processing of information.

Social bonding

key facilitator of positive psychological functioning.

Positive emotion

leads to happiness. We all want to have experiences that produce positive emotions: the excitement of a first date, the joy of seeing a child take her first step, the satisfaction and savoring that comes from eating an expertly prepared meal

Robert Merton Innovation happens with new ideas emerging independently and simultaneously

multiple discoveries

Authentic Happiness, Martin E. P. Seligman father of positive psychology

power of positive experiences can cause negative emotion to dissipate rapidly

Experience design

process of intentionally orchestrating experience elements to provide opportunities for participants to co-create and sustain interactions that lead to results desired by the participant and the designer

Production

processes and methods used to transform tangible inputs raw material semi finished goods sub-assemblies and intangible inputs ideas information knowledge into goods or services. business dictionary.

Best experiences accomplish

produce positive emotions engage attention help develop and strengthen relationships provide meaning through connections to do something larger than ourselves promote competence in autonomy.

Peter

provides an entertaining representational illusion whereas experiences within the experience economy should produce authentic participatory engagement.

Customer

remains as an audience member rather than actors in the production.

Brian Solis

suggests that experiences are more important than products now.First experiences are different from Services. When a customer buys and experience he or she pays to spend time enjoying a series of memorable events that a company stages as in a theatrical play to engage him or her in a personal way. 2nd individuals are willing to pay more for experiences then for Commodities products or services. Third customization enhance his experiences. This does not mean simply offering customers more choices because a Schwartz has revealed having too many choices impedes decision-making increased respirations for consumers. The best experiences reveal customized options based are participants needs overtime and within the context of the experience.

designing experiences

the designer does not remain in complete control of the production process because participants also play an active role.

Balance between challenge and skill

the experience provides the right amount of challenge in relation to your level of requisite skills.

Experience-producing organizations

think of their customers as participants

Anticipation phase

thinking

Catch peoples attention

to enagage them

Pine and Gilmore

use the major Point of Departure from existing thought that experience is a fourth type of economic activity in addition to Commodities goods and services and that experience of the unique differentiating Factor consumers are willing to pay for.

Relationships

we all need meaningful positive relationships with people who are important to us. Seligman states, very little that is positive is solitary... other people are the best antidotes to the downs of life and the single most reliable up.


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