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Deconstructing Delight: Pleasure, Flow, and Meaning

A session at Webstock 2012

There’s a lot of talk going around right now about designing for delight and gameification. You know what? Giving you a badge for getting your expense report done on time probably isn’t going to make you any happier or more likely to do it on time next time. And delight is temporary -- people habituate pretty quickly.

There’s a vast difference, though, 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 pissed off, and then just not do that. But that’s really not enough anymore. Users’ expectations are higher.

Some companies are doing it - they’re creating great experiences. From the outside, it looks effortless. But you know it’s not. The user part of you is like, wow, now this is really nice, I get it, in fact, I don’t want to live without it. The designer part of you is going, 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. The framework is based on research done over the last couple of years looking into 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.

About the speaker

This person is speaking at this event.
Dana Chisnell

If you want users to love your design, fall in love with your users. bio from Twitter

Next session in Main auditorium

1:20pm Little Big Systems by Erin Kissane

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When

Time 11:45am12:25pm NZMT

Date Thu 16th February 2012

Where

Main auditorium, Wellington Town Hall

Short URL

lanyrd.com/sptgy

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Topics

Books by speaker

  • Handbook of Usability Testing

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