Book Image

Exploring Experience Design

By : Ezra Schwartz
Book Image

Exploring Experience Design

By: Ezra Schwartz

Overview of this book

We live in an experience economy in which interaction with products is valued more than owning them. Products are expected to engage and delight in order to form the emotional bonds that forge long-term customer loyalty: Products need to anticipate our needs and perform tasks for us: refrigerators order food, homes monitor energy, and cars drive autonomously; they track our vitals, sleep, location, finances, interactions, and content use; recognize our biometric signatures, chat with us, understand and motivate us. Beautiful and easy to use, products have to be fully customizable to match our personal preferences. Accomplishing these feats is easier said than done, but a solution has emerged in the form of Experience design (XD), the unifying approach to fusing business, technology and design around a user-centered philosophy. This book explores key dimensions of XD: Close collaboration among interdisciplinary teams, rapid iteration and ongoing user validation. We cover the processes, methodologies, tools, techniques and best-practices practitioners use throughout the entire product development life-cycle, as ideas are transformed to into positive experiences which lead to perpetual customer engagement and brand loyalty.
Table of Contents (20 chapters)
Title Page
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Customer Feedback
Dedication
Preface

Design, process, and the internet


In 1989, a single invention set off a chain of events that transformed the world and consequently, lead to the recent prominence of user experience design within the product development process.

Tim Berners-Lee invented the World Wide Web (WWW) in 1989. The invention standardized how documents and other resources can be identified, searched, and accessed on the free internet. While it enabled people and organizations to connect with other people and organizations without limitations of place and time, it introduced technical limitations associated with the hardware and software that made access to the internet possible; it was all quite technical.

Initially, the internet was viewed as an entirely virtual space, distinguished from the physical "brick and mortar" world. The model in the preceding diagram illustrates a change in role of design, as companies and organizations moved into the digital domain and software development business.

Traditional "brick and...