This paper elaborates on delight in UX by drawing on existing knowledge and theory on emotion and experience. The multiple formulations and discussions of delight in UX demonstrate its significance for the UX design community. However, it appears unclear what delight specifically is and how it particularly differs from pleasure, which designers use interchangeably with delight. This paper argues that pleasure and delight are distinct, and posits delight as the combination of joy with surprise or captivation, which leads the user to experience a wow! or yay! moment, respectively. The paper also posits that a designer’s intended delight—how she envisions the product causing delight—may differ from the user’s experienced delight—the wow! and yay! moments—during the UX as such delight is assimilated by the user and affects her expectations concerning the delightfulness of using interactive products. Nevertheless, this same assimilated delight encourages continuous use of such products.
Delight by Motion: Investigating the Role of Animation in MicrointeractionsOmar Sosa-Tzec
This paper focuses on the role of animation in making microinteractions delightful. We first draw on customer experience literature to propose that a microinteraction is delightful when it surprises, captivates, and communicates need fulfillment. Following this notion and drawing on social semiotics, we analyze a collection of examples of microinteractions posted on dribbble.com. Observations derived from this analysis show that animation contributes to a microinteraction’s delightfulness by contextualizing, clarifying, metaphorizing, and creating a micro-narrative around its purpose, development, or outcome. A microinteraction’s animation has the power to produce “aha! moments,” in which the user notices something meaningful concerning her goals, actions, and expectations, and about the context of use. As microinteractions seriously influence the user experience, it becomes imperative to promote motion design literacy, including identifying strategies and tropes for user interface animation, among UI/UX designers.
Paper presented in MoDE 21 Motion Design Education Summit (online conference) on June 11, 2021
What makes UX so interestingly vast and a debatable topic for those who have narrow perspective on this or are just beginning to explore the realms? Examples and simple graphs showing the important aspects to consider while designing and misconceptions about UX. Methodologies in a nutshell to help understand the design process.
Feel free to share your comments to improve.
Version 2.0 of Emotion Driven Design (an earlier talk)
Are we getting the intended emotional response we set out to achieve? In this seminar, we explore the powerful effects of emotion-driven design on human behavior.
Our decisions are based off of 10% logic and 90% emotion. Reversal Theory helps us understand how we constantly change from being «goal focused» to «explorative» and how we need to design for both of these states of mind.
Through methods and examples, we gain a greater understanding for how we create engaging experiences and long term commitments by focusing on emotional design.
Delight by Motion: Investigating the Role of Animation in MicrointeractionsOmar Sosa-Tzec
This paper focuses on the role of animation in making microinteractions delightful. We first draw on customer experience literature to propose that a microinteraction is delightful when it surprises, captivates, and communicates need fulfillment. Following this notion and drawing on social semiotics, we analyze a collection of examples of microinteractions posted on dribbble.com. Observations derived from this analysis show that animation contributes to a microinteraction’s delightfulness by contextualizing, clarifying, metaphorizing, and creating a micro-narrative around its purpose, development, or outcome. A microinteraction’s animation has the power to produce “aha! moments,” in which the user notices something meaningful concerning her goals, actions, and expectations, and about the context of use. As microinteractions seriously influence the user experience, it becomes imperative to promote motion design literacy, including identifying strategies and tropes for user interface animation, among UI/UX designers.
Paper presented in MoDE 21 Motion Design Education Summit (online conference) on June 11, 2021
What makes UX so interestingly vast and a debatable topic for those who have narrow perspective on this or are just beginning to explore the realms? Examples and simple graphs showing the important aspects to consider while designing and misconceptions about UX. Methodologies in a nutshell to help understand the design process.
Feel free to share your comments to improve.
Version 2.0 of Emotion Driven Design (an earlier talk)
Are we getting the intended emotional response we set out to achieve? In this seminar, we explore the powerful effects of emotion-driven design on human behavior.
Our decisions are based off of 10% logic and 90% emotion. Reversal Theory helps us understand how we constantly change from being «goal focused» to «explorative» and how we need to design for both of these states of mind.
Through methods and examples, we gain a greater understanding for how we create engaging experiences and long term commitments by focusing on emotional design.
Over the last few years, Mihaly Csikszentmihalyi’s concept of flow has become a popular topic within design circles. Many designers and information architects now view the psychological state of flow as a desirable goal for the end users of the products and interfaces they create. User experience professionals now have a clear target around which to center their design efforts.
Although the characteristics of the flow experience are well defined in psychological circles, there are a number of questions that have not been addressed with regard to this psychological state.
• How do users’ emotional states affect the creation of flow?
• What are the differences between novice and experienced users when it come
to creating flow?
• How do differences in the goals (i.e. experiential vs. goal directed) of users affect the creation of flow?
This presentation will explore the role of emotions in determining the creation of flow. This includes the role that emotional states play in affecting how we focus attention, learn, process and use information.
The creation of flow is ultimately determined by a combination of our individual skill levels, the challenge provided by the task at hand, and the level of motivation we have to complete that task.
Understanding how to enhance users’ experiences by creating flow states allows us to tailor the design of products, websites and software to different user groups with different levels of skill. This is important because products that can elicit flow tend to create higher levels of loyalty amongst users.
Viewers will learn about the underlying causes, characteristics and consequences of flow. They will also learn how flow is related to emotional design, and how to take user goals into consideration when designing for flow.
TechTalks is BlazeClan Technologies' platform provided to all engineers and technology enthusiasts where they can learn and explore new technologies,connect with peers, network with industry experts and discover new opportunities to grow.
Hosted on 31st October 2015, the agenda for this TechTalks is as below:
Introduction to UI/ UX
Types/ Approaches to UI/UX Design
What differentiates a Good design from a Bad one
Factors to remember while creating a Good UI/UX design
Effects of UI/ UX on Customer Behaviour
Use cases of increased Customer Satisfaction & Loyalty
UX Designer's Toolkit - to design a better worldRachel Liu
Presented at the Creative Meetup: http://www.meetup.com/Creative-Class/events/162137382/ on 9th April 2014.
A UX Designer's Toolkit to design a better world with case studies of good and bad websites/apps as well as interactive exercises to understand the Lean UX process
Design Thinking Dallas by Chris BernardChris Bernard
These are the slides I gave for a keynote at a conference hosting by IMC2 for the Design Thinking Dallas Conference. Some of the content here is repetitive across other presentations I give.
Questions? Email me at chris.bernard@microsoft.com
Kaleidoscope Executive Design Director Chris Collins shares Meaningful Aesthetics: Our Ultimate Guide to Getting Comfortable with Uncomfortable Design Decisions
Equip yourself with tips and tools to make decisions that connect with users and ignite growth. Kaleidoscope Design Director Chris Collins shares best practices that will help you discover:
* A deeper understanding of aesthetics and why they matter
* How to embrace the design process to make exceptional design decisions
* Top methods for creating a user lens using Inspirational Design Targets (IDTs), Personas and more
* Actionable step-by-step tips to make informed decisions on behalf of users
Why is defining user experience so difficult? Do we actually need to define it? How do you define it in different situations. This exercise and presentation explores these topics and more.
Over the last few years, Mihaly Csikszentmihalyi’s concept of flow has become a popular topic within design circles. Many designers and information architects now view the psychological state of flow as a desirable goal for the end users of the products and interfaces they create. User experience professionals now have a clear target around which to center their design efforts.
Although the characteristics of the flow experience are well defined in psychological circles, there are a number of questions that have not been addressed with regard to this psychological state.
• How do users’ emotional states affect the creation of flow?
• What are the differences between novice and experienced users when it come
to creating flow?
• How do differences in the goals (i.e. experiential vs. goal directed) of users affect the creation of flow?
This presentation will explore the role of emotions in determining the creation of flow. This includes the role that emotional states play in affecting how we focus attention, learn, process and use information.
The creation of flow is ultimately determined by a combination of our individual skill levels, the challenge provided by the task at hand, and the level of motivation we have to complete that task.
Understanding how to enhance users’ experiences by creating flow states allows us to tailor the design of products, websites and software to different user groups with different levels of skill. This is important because products that can elicit flow tend to create higher levels of loyalty amongst users.
Viewers will learn about the underlying causes, characteristics and consequences of flow. They will also learn how flow is related to emotional design, and how to take user goals into consideration when designing for flow.
TechTalks is BlazeClan Technologies' platform provided to all engineers and technology enthusiasts where they can learn and explore new technologies,connect with peers, network with industry experts and discover new opportunities to grow.
Hosted on 31st October 2015, the agenda for this TechTalks is as below:
Introduction to UI/ UX
Types/ Approaches to UI/UX Design
What differentiates a Good design from a Bad one
Factors to remember while creating a Good UI/UX design
Effects of UI/ UX on Customer Behaviour
Use cases of increased Customer Satisfaction & Loyalty
UX Designer's Toolkit - to design a better worldRachel Liu
Presented at the Creative Meetup: http://www.meetup.com/Creative-Class/events/162137382/ on 9th April 2014.
A UX Designer's Toolkit to design a better world with case studies of good and bad websites/apps as well as interactive exercises to understand the Lean UX process
Design Thinking Dallas by Chris BernardChris Bernard
These are the slides I gave for a keynote at a conference hosting by IMC2 for the Design Thinking Dallas Conference. Some of the content here is repetitive across other presentations I give.
Questions? Email me at chris.bernard@microsoft.com
Kaleidoscope Executive Design Director Chris Collins shares Meaningful Aesthetics: Our Ultimate Guide to Getting Comfortable with Uncomfortable Design Decisions
Equip yourself with tips and tools to make decisions that connect with users and ignite growth. Kaleidoscope Design Director Chris Collins shares best practices that will help you discover:
* A deeper understanding of aesthetics and why they matter
* How to embrace the design process to make exceptional design decisions
* Top methods for creating a user lens using Inspirational Design Targets (IDTs), Personas and more
* Actionable step-by-step tips to make informed decisions on behalf of users
Why is defining user experience so difficult? Do we actually need to define it? How do you define it in different situations. This exercise and presentation explores these topics and more.
Preliminary findings of the DDFV seed project “Research through Design for Values”, as presented at the DDFV playground meeting of 17 May 2018. The aim of this exploratory project is to gain insights on design research on values by studying seven projects carried on by the Industrial Design Engineering and Architecture Faculty at Delft University of Technology. For more info, see http://designforvalues.tudelft.nl/projects/research-design-values/
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...Omar Sosa-Tzec
Presentation at the SSA 2022: The 46th Annual Conference of the Semiotic Society of America.
Abstract:
The detrimental effects caused by uncontrolled technology usage and screen time have motivated designers in academia and industry to explore solutions that promote digital well-being. This paper draws on the social semiotic approach to multimodality to examine the semiotic resources applied in designing and presenting one case study concerning such solutions—Little Signals, six artifacts commissioned by Google. An analysis was performed on the project’s website’s content, paying careful attention to an introductory video and artifact gallery. Proximity, distance, focus, and analogy appear as distinctive video storytelling choices. These convey unobtrusiveness, invisibility, ephemerality, intimacy, control, and familiarity. The resources of size, shape, material, color, and motion applied to define the artifacts’ appearance, behavior, and data presentation also help reinforce it. Besides examining the relationship between these meaning potentials, resources, and digital well-being artifacts, this paper also discusses the apparent attempt to give smart-home devices a benign character.
Critical Design Research and Constructive Research Outcomes as ArgumentsOmar Sosa-Tzec
Presentation for the workshop "Let’s Get Divorced: Constructing Knowledge Outcomes for Critical Design and Constructive Design Research” at DIS 2018, the ACM Conference on Designing Interactive Systems. Hong Kong. June 9, 2018
Creative Data and Information Visualization: Reflections on Two Pedagogical A...Omar Sosa-Tzec
Presentation of case study on teaching creative representations of data and information at the SIGDOC 2019 The ACM conference on Communication Design. October 5, 2019. Portland, OR.
Student work by BA/BFA in Art and Design, and MDes in Integrative Design at the University of Michigan, Ann Arbor.
Teaching Design, Information, and Interaction: Reflections, Foundations, and ...Omar Sosa-Tzec
Presentation as a discussant in the panel "Teaching Design in an Age of Interaction" organized by Brandon Waybright. CAA 2020 Annual Conference. February 14, 2020. Chicago, IL.
Visualizing Data Trails: Metaphors and a Symbolic Language for InterfacesOmar Sosa-Tzec
Position paper for the CHI 2020 Workshop "Speculative Designs for Emergent Personal Data Trails: Signs, Signals and Signifiers."
This paper starts by presenting four mobile interface design concepts to make personal data trails visible. Frosted screen, rainbow heatmap, hungry zombie, and data current are the labels given to these concepts. After reflecting on these concepts, the paper focuses on some elements of personal data trails, and explores a visual system of icons to indicate the user the possible use and abuse of the data they produce during the UX. The elements proposed by this paper are surveillance, commodification, data aggregation, data input, affect and arousal, preferences, and community.
Communicating design-related intellectual influence: towards visual referencesOmar Sosa-Tzec
Prototype-driven design research often involves collecting and analyzing designed artifacts in annotated portfolios and design workbooks. These collections constitute important sources of intellectual influence for researchers, yet communicating this influence presents unique challenges, such as the difficulty of translating the aesthetic, material, or interactive qualities of a designed artifact into written text. Building on discourses of visual thinking and visual imagery in science communication and HCI research, this paper introduces, and elaborates, a novel research communication design concept called "visual references," which combine bibliographic information with photographic images, textual annotations, and diagrammatic annotations in order to communicate design-related intellectual influence.
Design tensions: Interaction Criticism on Instagram’s Mobile InterfaceOmar Sosa-Tzec
User interfaces are continually evolving. Contemporary interfaces, particularly mobile interfaces, have developed their own design language as they have discarded skeuomorphs and metaphorical representations to support their design and introduced features not available before in desktop interfaces. Despite the pervasiveness of mobile interfaces, researchers have neglected the development of theory that accounts for how they still connect with or deviate from early interface design constructs. This paper adapts the notion of metaphorical tension to formulate and explore a new construct, design tension, which scopes an exercise of interaction criticism on Instagram's interface. As a result, this paper argues that design tension is useful to account for how interface components introduce features that are discordant to interface standards and best practices, things from the real world, and the user's belief system. It also suggests that both the method and construct can be applied to other communication design artifacts distinct from interfaces to produce intermediate-level knowledge.
Interacciones Encantadoras: Interfaces de Usuario desde una Perspectiva Semió...Omar Sosa-Tzec
Presentación de la charla para Contraste Colectivo (Congreso de Diseño Gráfico de la FADU AUT en México) acerca de mi investigación en interfaces encantadoras (delightful interfaces) desde una perspectiva teórica basada en semiótica y retórica.
My fascination with the visual: meaning, persuasion, and delightOmar Sosa-Tzec
Presentation for a "Wonderful Wednesday" at Stamps School of Art and Design, University of Michigan. It includes some of my visual work and and overview of my research on the application of rhetoric to human-computer interaction.
Visual Design for Interface and Experience DesignOmar Sosa-Tzec
Three key concepts that apply to UI/UX design: contrast, visual hierarchy, and connotation and denotation. Presentation slides of a talk as guest lecturer for the Fall 2015 course INFO-I 300 Human-Computer Interaction/Interaction Design at Indiana University Bloomington, School of Informatics and Computing. Instructor of record: Gopinaath Kannabiran.
Affordances, Constraints, and Feedback in User Experience DesignOmar Sosa-Tzec
Lecture slides on the connection between affordances, constraints, and feedback (audible, tactile, and visual) for the design of interfaces and interactions. Fall 2016 course INFO-I 300: Human-Computer Interaction/Interaction Design. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design). Indiana University Bloomington, School of Informatics and Computing.
User Experience Design, Navigation, and Interaction FlowsOmar Sosa-Tzec
Relation between interaction flows and the three basic questions of information architecture -- Where am I? What can I do here? Where can I go from here? Lecture slides for Fall 2016 course INFO-I 300: Human-Computer Interaction/Interaction Design at Indiana University Bloomington, School of Informatics and Computing. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design).
Introduction to Human-Computer Interaction and Interaction DesignOmar Sosa-Tzec
Introductory lecture slides for the course INFO-I 300 Human-Computer Interaction/Interaction Design at Indiana University School of Informatics and Computing. Instructor of record: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design).
Takeaways from the course Visual Design for User ExperienceOmar Sosa-Tzec
Closing lecture slides of the summer 2016 course INFO-I 400: Special Topics in Informatics (Visual Design for UX) at Indiana University School of Informatics and Computing. Instructor of record and course developer: Omar Sosa-Tzec, PhD Candidate in Informatics (HCI Design) at Indiana University.
Introduction to Visual Design for User ExperienceOmar Sosa-Tzec
Lecture slides (teaser) for the summer 2016 class INFO-I 400: Special Topics in Informatics (Visual Design for UX) at Indiana University Bloomington, School of Informatics and Computing.
Presentation for the Indiana University's Graphic Design Club 2016 Speakers Series. A quick review of my journey to become a designer, work experiences, graphic passions, and current research at IU Bloomington (Human-Computer Interaction).
Indiana University Bloomington. April 23, 2016.
Principios de Diseño Visual para Interacción Humano-ComputadoraOmar Sosa-Tzec
Borrador del capítulo para el libro “La Interacción Humano-Computadora en México”
Referencia en formato APA:
Sosa-Tzec, O., & Siegel, M.A. (2014). Principios de Diseño Visual para IHC. Muñoz Arteaga, J., González Calleros, J.M., & Sánchez Huitrón, A. (Eds.) La Interacción Humano-Computadora en México. México: Pearson.
Advances of research on Interaction Design Rhetoric - HCI Rhetoric - UX Rhetoric.
INFO I609: Advanced Seminar I in Informatics. Indiana University Bloomington. School of Informatics and Computing. Fall 2015.
Exploration of Rhetorical Appeals, Operations and Figures in UI/UX DesignOmar Sosa-Tzec
Conference Paper presented in LearnxDesign 2015, the 3rd International Conference for Design Education Researchers
Abstract.
In this paper, we introduce a first pass of a rhetorical handbook intended for UI/UX designers. This handbook is based on an earlier version for graphic designers, introduced by Ehses & Lupton in 1988, in which diverse rhetorical concepts are illustrated through graphic work. For the UI/UX version, we examined desktop, web and mobile interfaces in order to illustrate the same concepts. In this first pass, we observe that the three modes of appeal (i.e., pathos, ethos and logos) fluctuate throughout the user experience. Additionally, we learned that rhetorical operations aid describing the adjustments made on an interface to work in different platforms. Further, the rhetorical figures (tropes and schemes) help to describe conceptually the interface’s composition and interactions. The concepts presented in the handbook provide a framework to examine and critique user interfaces, through which the disciplines of user experience and rhetoric connect.
Gaza Everywhere: exploring the applicability of a rhetorical lens in HCIOmar Sosa-Tzec
Slides of the paper presented in "Critical Alternatives 2015" the 5th Decennial Aaarhus Conference, held on August 17 to 21, 2015, in Aarhus, Denmark.
Paper abstract:
By examining application software as a type of rhetorical artifact, it is possible to highlight its social, ethical and moral implications. In this paper, we explore one possibility for such a lens: application software functioning as a visual enthymeme. To explore the applicability of that concept in HCI, we analyze one web application as a first step. In our analysis, we observe that interaction and usability are two features that support an application in functioning as a visual enthymeme. Also, online sharing could help the user take the role of the arguer. Our analysis allows us to outline the elements of a user-centric persuasive experience and shows promise for further explorations regarding the applicability of rhetoric in HCI.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
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1. Delight in the User Experience:
Form and Place
Omar Sosa-Tzec
San Francisco State University
9th Congress of the International Association of Societies
of Design Research.
December 6, 2021
[SYSTEMS AND USERS] + DESIGN
2. MOTIVATION
• Delight appears as a signi
fi
cant concept in the UI/UX design community:
an interactive product should delight the user
• There is no consensus about what delight is and how it di
ff
ers from other positive
emotions that an interactive product should evoke: pleasure and delight are often
used interchangeably
• The elusiveness of delight hinders the development of design theory and approaches
that UI/UX designers can use
3. OBJECTIVE
• To identify characteristics of delight concerning UI/UX design by exploring existing formulations
of this concept and re
fl
ecting on their connection with design theory (and research)
• What is distinctive about delight?
• What does delight mean in relation to UI/UX design?
4. APPROACH
• Review of literature on customer delight
Identi
fi
cation of characteristics of delight to be considered in UI/UX design
• Use of Dewey’s notion of aesthetic experience (as applied in HCI)
Delight regarded as an (overriding) emotional quality of an aesthetic experience
• Use of Hassenzahl’s process-oriented model of user experience
Identi
fi
cation of the forms that delight takes from the perspectives of the designer and user
5. OVERVIEW: CUSTOMER DELIGHT
Russell’s pleasure-arousal space
high stimulation (arousal)
Happy
Satisfied
Pleased
Bored
Drowsy
Astonished
Aroused
Aroused
Tense
Annoyed
Frustrated
Excited
Delighted
low stimulation (arousal)
displeasure pleasure
Adapted from Russell (1980)
6. OVERVIEW: CUSTOMER DELIGHT
Delight as surprise discon
fi
rmation
Delight
customer experience
Surprise!
The product is better
than expeccted
7. OVERVIEW: CUSTOMER DELIGHT
Kano’s model of customer satisfaction
CustomerSatisfaction
Attractive Quality | Produce Delight
Expected Quality
Must-be Quality
one-dimensional requirements
must-be requirements
attractive requirements
CustomerDisatisfaction
RequirementFulfilled
RequirementNotFulfilled
Adapted from Matzler et al. (1996) and Dey et al. (2017)
8. OVERVIEW: CUSTOMER DELIGHT
Delight and magic/real joy
Luck | Lack of Agency
Intent | Ongoing Relationship
Joy
Surprise
Joy
Captivation
Delight
9. TAKEAWAYS
• Delight results from the combination of positive emotions
• Delight is di
ff
erent from pleasure:
sustained pleasure (joy) is necessary for delight to take place
• Delight entails a combination of joy and surprise or joy and captivation
10. AESTHETIC EXPERIENCE
Dewey’s notion as considered in humanistic HCI
aesthetic experience
Alternations of Doing and Undergoing
Overriding Emotional Quality
Beginning Middle End
Consumation
Adapted from Bardzell and Bardzell (2015)
11. USER EXPERIENCE
Process-oriented model of user experience
Adapted from Blythe and Monk (2018, p. 19)
product features
Content
designer perspective
process-oriented model of user experience
Pragmatic Attributes
Manipulation
Hedonic Attributes
Stimulation
Identification
Evocation
Presentation
Functionality
Interaction
Appeal
Pleasure
Satisfaction
product character consequences
product
features
intended
product character
consequences
product
features
apparent
product character
situation
consequences
user perspective
12. THEORETICAL DISCUSSION
The Designer Perspective: Intended Delight
product features intended product character consequences
intended delight
Enjoyable
Surprising
Enjoyable
Captivating
expected delight
13. THEORETICAL DISCUSSION
The User Perspective: Expected Delight, Experienced Delight, and Assimilated Delight
situation
product features apparent product character consequences
expected delight
assimilated delight
experienced delight
surprise-based
delight
captivation-based
delight
Wow! Moments Yay! Moments
14. CONCLUDING REMARKS
• Delight manifests in the UX as the intertwinement of pleasure with another positive
emotion, such as surprise or captivation, which the user would experience and describe
as wow! and yay! moments
• Delight is a matter of not only appearance but also functionality and
fi
tness
• Besides the user’s needs, it is important to consider the ecology of products that are
present in the user’s life
• The objective of wow! and yay! moments is to make the user appreciate the product as
something special and worth continuous use
• Delight is in the details for both the designer and the user
15. Thank you!
Sosa-Tzec, O. (2021) Delight in the User Experience: Form and Place. In Proc. Of IASDR 2021, the 9th Congress
of the International Association of Societies of Design Research. Hong-Kong.