jueves, 12 de noviembre de 2009

fundamentos teóricos

Para saber sobre el tema sin necesitar un doctorado, propongo 3 links que dan una pincelada (o más bien un brochazo) sobre este tema...
ahí van:

Obstáculos para el diseño de experiencias

"(...) the success rate of designed user experiences, even those informed by ethnography, is anecdotally reported to be a sparse five to ten percent. It might even be less. The vast majority of products and services designed according to the tenets of user experience, supported by ethnographic findings, do not achieve their goals.(...)

Many designers and critics have thoughtfully argued that there is no way to design experiences. experiences occur by definition only in the minds of those who have them, not at a designer’s behest. There is no way to reach into the head of individuals and implant or create particular experiences.
However, the same designers and critics do endorse designing for experience. Designing for experience means creating the conditions by which target audiences can be made, persuaded, or encouraged to have desired experiences – and because design these days is mainly in the service of instrumental political and commercial interests – to take desired actions like heeding a governmental directive, using a public service, buying something, or pursuing more experiences. (Truly good experiences are addictive.) (...) "

Extraído de una conferencia de Bob Jacob en 2007. Texto completo aquí

lunes, 9 de noviembre de 2009

captología


"Es el estudio de los ordenadores como tecnologías persuasivas. Esto incluye el diseño, investigación y análisis de los productos informáticos interactivos creados con el fin de cambiar las actitudes o comportamientos de las personas."

Así lo definen sus creadores, del "Standford University Persuasuve Technology Lab".

Como indica esta imagen, la captología describe el área donde se superponen tecnología, informática y persuasión.