In his In the blink of an eye, Walter Murch, the
Oscar-awarded editor of The English Patient, Apocalypse
Now, and many other outstanding movies, devises the Rule
of Six -- six criteria for what makes a good cut. On top
of his list is "to be true to the emotion of the
moment," a quality more important than advancing the
story or being rhythmically interesting. The cut has to
deliver a meaningful, compelling, and emotion-rich
"experience" to the audience. Because, "what they
finally remember is not the editing, not the camerawork,
not the performances, not even the story---it's how they
felt." Technology for all the right reasons applies this
insight to the design of interactive products and
technologies -- the domain of Human-Computer
Interaction, Usability Engineering, and Interaction
Design. It takes an experiential approach, putting
experience before functionality and leaving behind
oversimplified calls for ease, efficiency, and
automation or shallow beautification. Instead, it
explores what really matters to humans and what it needs
to make technology more meaningful. The book clarifies
what experience is, and highlights five crucial aspects
and their implications for the design of interactive
products. It provides reasons why we should bother with
an experiential approach, and presents a detailed
working model of experience useful for practitioners and
academics alike. It closes with the particular
challenges of an experiential approach for design. The
book presents its view as a comprehensive, yet
entertaining blend of scientific findings, design
examples, and personal anecdotes. Table of Contents:
Follow me! / Crucial Properties of Experience / Three
Good Reasons to Consider Experience / A Model of
Experience / Reflections on Experience Design
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