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There’s a vast difference between designing an experience that doesn’t suck and one that drives engagement. We’re good at eliminating frustration. It’s easy to observe whether your customers are unhappy, and then just not do that. But users’ expectations are higher.
Some companies are creating great experiences. From the outside, it looks effortless. But you know it’s not. The user part of you says, Wow, now this is really nice, I get it, in fact, I don’t want to live without it. The designer part of you says, Holy crap, how’d they do that — it’s really hard!
In this session, we’ll look at a nifty framework for thinking about and talking about what I call three levels of happy design. Based on research from behavioral economics, hedonics, positive psychology, the importance of adult play, emotion in design, and a whole bunch of other stuff better saved for the talk.
Dana Chisnell is an independent researcher currently working on usable security and research methods for social media usability. Dana has helped thousands of people learn how to make better design decisions by giving them skills to gain knowledge about the people using the designs. She has observed hundreds of study participants to learn about design issues in software, hardware, web sites, online services, games, and ballots, and helped organizations perform usability tests and user research to inform design decisions for products and services. She's the co-author, with Jeff Rubin, of Handbook of Usability Testing Second Edition (Wiley, 2008)
Free pizza and refreshments!