"1. Discovery
User experience as exploration of new territory
2. Challenge
User experience as obstacles to overcome, goals lying just beyond current skill and knowledge levels
3. Narrative
User experience as story arc (user on hero's journey) and character identification
4. Self-expression
User experience as self-discovery and creativity
5. Social framework
User experience as an opportunity for interaction/fellowship with others
6. Cognitive Arousal
User experience as brain teaser
7. Thrill
User experience as risk-taking with a safety net
8. Sensation
User experience as sensory stimulation
9. Triumph
User experience as opportunity to kick ass
10. Flow
User experience as opportunity for complete concentration, extreme focus, lack of self-awareness
11. Accomplishment
User experience as opportunity for productivity and success
12. Fantasy
User experience as alternate reality
13. Learning
User experience as opportunity for growth and improvement"
Monday, June 05, 2006
A Typology of User Experience Pleasures
Great teachers would probably understand immediately how each of these examples of cognitive seduction help people learn things. Kathy Sierra is talking about designing experiences for users of software, but wouldn't it be great if school was set up with these goals in mind? When's the last time you took a course that stimulated or contained even a handful of these feelings or elements? Her checklist could be used for designing learning experiences:
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