Designing for User Engagement: Aesthetic and Attractive User Interfaces
This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions
What people are saying - Write a review
We haven't found any reviews in the usual places.
Other editions - View all
3D Worlds Avatars ACM Press actions aesthetic design applications arousal attract attention background chapter cognitive cognitive dissonance colour communication channels complex concept context conversation curiosity deﬁnition depth of ﬁeld design exploration design principles design quality Designing for User difﬁculty domain DSDM e-Mail effects emotions Engagement User evaluation example Facebook ﬁgure ﬁlm ﬁnd ﬁrst ﬁt goals graphical world guidelines haptic hedonic Human Computer Interaction ideas illustrate Image & Voice immersion important inﬂuence interaction design interactive products interpretation iterative judgement criteria JUMP TOMORROW memory Metaphors mockups models Mood Mood newsfeeds Norman’s pleasure poor usability proactive inhibition Progressive disclosure promote prototypes psychology reﬂection representation roles Scenario-based design script sense of presence sketches social presence speciﬁc Stocksbridge storyboards storyline synchronous task traditional usability trajectories UE design process usability and aesthetics user experience user interface user judgement user-centred user’s VIRGIN ATLANTIC virtual world visual