1 00:00:00,650 --> 00:00:04,520 Let's take a closer look at how products are sensed and perceived. 2 00:00:05,590 --> 00:00:10,110 When designing digital products, the first sense that comes to mind is likely vision. 3 00:00:11,140 --> 00:00:13,910 While vision certainly shapes the user experience for 4 00:00:13,910 --> 00:00:17,270 sighted folks, there are other sensations at play as well. 5 00:00:18,290 --> 00:00:20,480 Sensation refers to the immediate, 6 00:00:20,480 --> 00:00:25,620 relatively unprocessed result of stimulation of sensory receptors. 7 00:00:25,620 --> 00:00:31,010 Information is taken in via touch, smell, taste, hearing, and vision. 8 00:00:32,400 --> 00:00:35,805 Touch is a common sensation with digital products. 9 00:00:35,805 --> 00:00:39,460 Haptic feedback is the use of touch to communicate with users. 10 00:00:40,610 --> 00:00:44,560 Think of a time when you set an alarm on your phone to vibrate. 11 00:00:44,560 --> 00:00:46,905 That vibration is haptic feedback. 12 00:00:46,905 --> 00:00:52,900 It's also common in gaming and virtual reality as it expands a 2D 13 00:00:52,900 --> 00:00:58,230 experience on a device into a more fully embodied experience in the real world. 14 00:00:59,730 --> 00:01:04,240 Hearing is another sensation that is affected by digital products. 15 00:01:04,240 --> 00:01:07,535 When your phone gets a call, it plays a ringtone, and 16 00:01:07,535 --> 00:01:12,385 many apps offer the option of playing a sound when a notification is received. 17 00:01:13,752 --> 00:01:15,266 As for smell and taste, 18 00:01:15,266 --> 00:01:19,973 those senses aren't involved in the digital product experience, yet. 19 00:01:19,973 --> 00:01:22,000 Maybe that's for the best. 20 00:01:22,000 --> 00:01:26,280 If the Internet started pumping out weird smells as I browse the web, 21 00:01:26,280 --> 00:01:28,480 I don't think I'd be a fan. 22 00:01:28,480 --> 00:01:33,401 But outside of digital product design, smell and taste can certainly be applied 23 00:01:33,401 --> 00:01:39,680 to other forms of interactive design, such as experience design and service design. 24 00:01:39,680 --> 00:01:43,640 These disciplines craft experiences in the physical world, and 25 00:01:43,640 --> 00:01:47,720 go beyond devices like computers and mobile phones. 26 00:01:47,720 --> 00:01:50,311 Next up, let's take a look at perception. 27 00:01:51,441 --> 00:01:55,885 Perception is how sensory information is organized, interpreted, and 28 00:01:55,885 --> 00:01:58,480 consciously experienced. 29 00:01:58,480 --> 00:02:03,705 It's a person's unique mix of past experiences, learnings, and expectations. 30 00:02:03,705 --> 00:02:07,380 Since it's continuously being reshaped and 31 00:02:07,380 --> 00:02:10,610 molded, it can be changed and influenced over time. 32 00:02:11,770 --> 00:02:14,200 An example of this is pattern recognition. 33 00:02:15,240 --> 00:02:18,410 Our brains are constantly filtering out information and 34 00:02:18,410 --> 00:02:20,198 stimuli of various importance. 35 00:02:20,198 --> 00:02:26,070 Thus, the designer's pursuit of shifting the user's attention towards what matters. 36 00:02:27,280 --> 00:02:31,490 User researchers employ studies that use eye tracking software 37 00:02:31,490 --> 00:02:35,780 that analyzes a user's eyes as they move across the screen. 38 00:02:35,780 --> 00:02:40,160 These studies have shown that people have developed banner blindness. 39 00:02:40,160 --> 00:02:44,020 Our brains have been exposed to so much banner advertising 40 00:02:44,020 --> 00:02:49,680 that anything that resembles the common shape and placement of banners is ignored. 41 00:02:49,680 --> 00:02:53,630 So take care to avoid presenting important information like a banner ad, 42 00:02:53,630 --> 00:02:55,230 because that's likely to get overlooked. 43 00:02:56,330 --> 00:02:59,673 Perception also extends to the physical body. 44 00:02:59,673 --> 00:03:05,331 Proprioception is an awareness of the position and movement of the body. 45 00:03:05,331 --> 00:03:09,651 Mobile devices and gaming systems are equipped with accelerometers and 46 00:03:09,651 --> 00:03:11,610 spatial sensors. 47 00:03:11,610 --> 00:03:14,340 These detect motion and gestures, and 48 00:03:14,340 --> 00:03:18,070 these interactions can be a valuable input to shape the user experience. 49 00:03:19,320 --> 00:03:23,530 Fitness apps such as Fitbit use the accelerometer to detect movement and 50 00:03:23,530 --> 00:03:24,849 count user's steps. 51 00:03:25,901 --> 00:03:29,080 That's it for sensation and perception. 52 00:03:29,080 --> 00:03:32,480 Hopefully, these lessons have given you a more nuanced view of how 53 00:03:32,480 --> 00:03:34,050 people interact with technology. 54 00:03:35,240 --> 00:03:38,720 Now that we have these interaction design fundamentals down, 55 00:03:38,720 --> 00:03:41,500 join me as I design interactions in the next stage.