I very nearly spoke at last month’s excellent UX Camp Brighton. My talk was to focus on the user experience merits of cutting edge, high tech tat.
That’s right. I wanted to defend the sorts of gadgets which beg the question: “You made this… why?”
In the end though, I was felled by an epic cold, foiled by the failure of my demo, and distracted by my volunteering duties at the event. Excuses, excuses. Let’s face it: I mostly just wanted to enjoy the day without having to fret about my own talk. Then there was the pressing matter of participating in assorted banana abuse and three-legged bin bag races with Kat.
Besides, there was already a bounty of clever speakers on offer. Jiri’s talk on designing emotional experiences – complete with awesome slides – introduced me to a few qualitative tools I’d not heard about, such as the Geneva wheel. Kat covered some of the methodologies she used in her MSc dissertation on tablet ergonomics in office environments. Louise shocked, SHOCKED her audience with her Pound Shop Personas. Luis chatted to us about cognitive biases – specifically the adaptation bias. Luke took us on a grand tour of monitoring and analytics tools. Calliope lead an interesting discussion which ended up focusing on the UX of new product development. And the pogonolicious Danny had a packed room for his HyperCard demo.
Right, back to my non-talk. During the last Spring term at Sussex I discovered the work of Mark Hassenzahl, whose work explores the underlying causes of our positive experience with interactive products. Mark has shown that: pleasurable dealings with devices are closely tied to the fulfilment of basic psychological needs; and that products are far better positioned to fulfil those needs – such as competence, the need for popularity and stimulation – when they emphasize their “hedonic quality” over their “pragmatic quality”.
Naturally I took that to mean that when it comes to new digital toys “the more fun and pointless the better”. I set out out to blatantly abuse Mark’s research in my slides by defending a kaleidoscope of recently released, wonderfully pointless gadgets such as Olly, the smelly robot and iRock, the iDevice-charging rocking chair.
UXers are famed for bleeting on about products needing to “solve real problems”. But as with everything, it comes down to your definition of a “problem”. Sometimes a “problem” is simply the insatiable craving for something new, useless and fun.
Here are the slides:
Massive thanks to Patrick for organising a great event. Roll on #uxcb13!