Designing for affective and ludic experiences with empathy
2020, Proceedings of the 10th International Conference Senses&Sensibility '19 - Lost in (G)localization
Abstract
In the context of the holistic view of experience (Hassenzahl, 2011), the concepts of pleasure, fun and empathy are introduced as an added layer of meaning to User Experience. With the importance of the study of emotion linked to design and empathy gaining more traction in both academia and practice, they are addressed both historically and conceptually, finding various theories of emotion from neuroscience, biology and psychology (Damásio, 2004; Ekman, 2016; Plutchik, 2003) as well with their role and relevance in design practices (Hanington, 2017; Hook, 2013; Norman, 2004a). Experience, emotion and fun are dependent, beyond designers' intent, on personal and cultural experiences and interpretation, indicating a need for experiences that are more personalized or that consider these personal contexts. Thus, the role of personas is considered as a methodology that dialogues with the role of emotions in understanding users' experiences and as a facilitating tool for empa-thy between user-designer or designer-team (Nielsen, 2019; Norman, 2004b). Through a series of interviews, a gap between the importance given in the literature to empathy, fun and emotions and the practitioners' experience and application is found. In conclusion, we consider that Experience processes are still focused on responding to usability and usage needs and are less devoted or concerned in including emotions, pleasurable experiences or fun.
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