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	<title>Comments on: User Experience &amp; Cognitive Pleasures (there&#8217;s easy, and then there&#8217;s *experience*)</title>
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	<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/</link>
	<description>Observing, reflecting, designing.</description>
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		<title>By: &#187; We&#8217;re All a Bunch of Idiots : I Have No Idea : Joshua Bruce</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-3359</link>
		<dc:creator>&#187; We&#8217;re All a Bunch of Idiots : I Have No Idea : Joshua Bruce</dc:creator>
		<pubDate>Thu, 24 Aug 2006 21:16:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-3359</guid>
		<description>[...] Basically, mystery meat navigation is not a deal–breaker in so far as people enjoy puzzles (as stated over at disambiguity). There is, however, a fine line between a puzzle (The game Myst) and an arbitrary series of events or images put there just to mess with you (Leisure Suit Larry or Gabriel Knight&#8230;actually any puzzle game made by Sierra). However, I would suggest that if you do decide to use images or other forms of mysterious navigation, utitlize the title or alt properties and roll–over effects to help a viewer out. Otherwise your viewers will end up being like John Spartan from Demolition Man. [...]</description>
		<content:encoded><![CDATA[<p>[...] Basically, mystery meat navigation is not a deal–breaker in so far as people enjoy puzzles (as stated over at disambiguity). There is, however, a fine line between a puzzle (The game Myst) and an arbitrary series of events or images put there just to mess with you (Leisure Suit Larry or Gabriel Knight&#8230;actually any puzzle game made by Sierra). However, I would suggest that if you do decide to use images or other forms of mysterious navigation, utitlize the title or alt properties and roll–over effects to help a viewer out. Otherwise your viewers will end up being like John Spartan from Demolition Man. [...]</p>
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		<title>By: I Have No Idea &#187; We&#8217;re All a Bunch of Idiots</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-3263</link>
		<dc:creator>I Have No Idea &#187; We&#8217;re All a Bunch of Idiots</dc:creator>
		<pubDate>Wed, 23 Aug 2006 00:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-3263</guid>
		<description>[...] Basically, mystery meat navigation is not a deal–breaker in so far as people enjoy puzzles (as stated over at disambiguity). There is, however, a fine line between a puzzle (The game Myst) and an arbitrary series of events or images put there just to mess with you (Leisure Suit Larry or Gabriel Knight&#8230;actually any puzzle game made by Sierra). However, I would suggest that if you do decide to use images or other forms of mysterious navigation, utitlize the title or alt properties and roll–over effects to help a viewer out. Otherwise your viewers will end up being like John Spartan from Demolition Man. [...]</description>
		<content:encoded><![CDATA[<p>[...] Basically, mystery meat navigation is not a deal–breaker in so far as people enjoy puzzles (as stated over at disambiguity). There is, however, a fine line between a puzzle (The game Myst) and an arbitrary series of events or images put there just to mess with you (Leisure Suit Larry or Gabriel Knight&#8230;actually any puzzle game made by Sierra). However, I would suggest that if you do decide to use images or other forms of mysterious navigation, utitlize the title or alt properties and roll–over effects to help a viewer out. Otherwise your viewers will end up being like John Spartan from Demolition Man. [...]</p>
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	<item>
		<title>By: WebWord &#187; Blog Archive &#187; Usability Tidbits for Wednesday 07-June-2006</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1276</link>
		<dc:creator>WebWord &#187; Blog Archive &#187; Usability Tidbits for Wednesday 07-June-2006</dc:creator>
		<pubDate>Wed, 07 Jun 2006 21:19:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1276</guid>
		<description>[...] User Experience &amp; Cognitive Pleasures &#8212; &#8220;User experience and usability are two different things.&#8221; [...]</description>
		<content:encoded><![CDATA[<p>[...] User Experience &#38; Cognitive Pleasures &#8212; &#8220;User experience and usability are two different things.&#8221; [...]</p>
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		<title>By: Jim O'Brien</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1233</link>
		<dc:creator>Jim O'Brien</dc:creator>
		<pubDate>Mon, 05 Jun 2006 13:30:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1233</guid>
		<description>Personally, I think it can be a creative challenge just to work convention in where it has not been applied.

So often times you have to battle just to get a user-friendly design worked into the picture and for the real users&#039; needs to be considered in the design.

We&#039;re seeing developments and challenges in UxD like found with technologies such as Flash and AJAX, etc.  But we, as good user interface designers, still need to see how best to use these technologies while still maintaining conventions.  However, we still need to be working to continually improve the user experience as well.

Conventions are conventions for a reason.  It&#039;s what works.  It has been said before that conventions should be used unless there is a very strong case to break them.  With that being said, a better user experience IS a reason to break them if you can provide it without the convention...  And of course, thorough testing is the key for anything new and different.</description>
		<content:encoded><![CDATA[<p>Personally, I think it can be a creative challenge just to work convention in where it has not been applied.</p>
<p>So often times you have to battle just to get a user-friendly design worked into the picture and for the real users&#8217; needs to be considered in the design.</p>
<p>We&#8217;re seeing developments and challenges in UxD like found with technologies such as Flash and AJAX, etc.  But we, as good user interface designers, still need to see how best to use these technologies while still maintaining conventions.  However, we still need to be working to continually improve the user experience as well.</p>
<p>Conventions are conventions for a reason.  It&#8217;s what works.  It has been said before that conventions should be used unless there is a very strong case to break them.  With that being said, a better user experience IS a reason to break them if you can provide it without the convention&#8230;  And of course, thorough testing is the key for anything new and different.</p>
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		<title>By: David Armano</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1194</link>
		<dc:creator>David Armano</dc:creator>
		<pubDate>Sat, 03 Jun 2006 04:31:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1194</guid>
		<description>Presto.

You&#039;ve succinctly captured the dilemna that IA&#039;s face.  Usability is HUGELY important.  So is usefulness—but if you can&#039;t view the Interaction Design process as CREATIVE—then IA&#039;s are doomed to fall back on only executing solutions that are safe.  All in in the name of usability of course.

The model that IA&#039;s need to look to is a hybrid of product design and experience design.  These disciplines blend usefulness, usability and desirability—all in the name of providing a wonderful experience.

All sounds fluffy I know—but it&#039;s why we want things that work and are beautiful and happen to make a statment about ourselves.  Interactive experiences are not all that different.</description>
		<content:encoded><![CDATA[<p>Presto.</p>
<p>You&#8217;ve succinctly captured the dilemna that IA&#8217;s face.  Usability is HUGELY important.  So is usefulness—but if you can&#8217;t view the Interaction Design process as CREATIVE—then IA&#8217;s are doomed to fall back on only executing solutions that are safe.  All in in the name of usability of course.</p>
<p>The model that IA&#8217;s need to look to is a hybrid of product design and experience design.  These disciplines blend usefulness, usability and desirability—all in the name of providing a wonderful experience.</p>
<p>All sounds fluffy I know—but it&#8217;s why we want things that work and are beautiful and happen to make a statment about ourselves.  Interactive experiences are not all that different.</p>
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		<title>By: melle.ca &#187; More brain food.</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1184</link>
		<dc:creator>melle.ca &#187; More brain food.</dc:creator>
		<pubDate>Fri, 02 Jun 2006 13:38:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1184</guid>
		<description>[...] Good piece: User Experience &amp; Cognitive Pleasures. [...]</description>
		<content:encoded><![CDATA[<p>[...] Good piece: User Experience &#38; Cognitive Pleasures. [...]</p>
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		<title>By: leisa.reichelt</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1177</link>
		<dc:creator>leisa.reichelt</dc:creator>
		<pubDate>Fri, 02 Jun 2006 12:15:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1177</guid>
		<description>absolutely totally agree with you Holger.

It&#039;s good to get out there on the highwire... but testing is definitely the answer.</description>
		<content:encoded><![CDATA[<p>absolutely totally agree with you Holger.</p>
<p>It&#8217;s good to get out there on the highwire&#8230; but testing is definitely the answer.</p>
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		<title>By: Holger Maassen</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1169</link>
		<dc:creator>Holger Maassen</dc:creator>
		<pubDate>Fri, 02 Jun 2006 08:54:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1169</guid>
		<description>It´s always a balance of ...
... brand and individual
... experience design and common usability
... stylish and accessibility
...
The Web is the ultimate customer-empowering environment. 
We have to create navigational structures and processes that are easy and intuitive so users can logically find what they&#039;re after.
Your visitors decide where to go to gather more and further information at their own pace. And if they don&#039;t like their experience, the competitors are just a click away.
We also have to develop highly usable, aesthetically pleasing applications and Web sites that attract and involve customer -but how ...
... first we must accept the dare to balance on the highwire 
... the testing is one of the possible net which can save us ...</description>
		<content:encoded><![CDATA[<p>It´s always a balance of &#8230;<br />
&#8230; brand and individual<br />
&#8230; experience design and common usability<br />
&#8230; stylish and accessibility<br />
&#8230;<br />
The Web is the ultimate customer-empowering environment.<br />
We have to create navigational structures and processes that are easy and intuitive so users can logically find what they&#8217;re after.<br />
Your visitors decide where to go to gather more and further information at their own pace. And if they don&#8217;t like their experience, the competitors are just a click away.<br />
We also have to develop highly usable, aesthetically pleasing applications and Web sites that attract and involve customer -but how &#8230;<br />
&#8230; first we must accept the dare to balance on the highwire<br />
&#8230; the testing is one of the possible net which can save us &#8230;</p>
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		<title>By: links for 2006-06-01 (Leapfroglog)</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1136</link>
		<dc:creator>links for 2006-06-01 (Leapfroglog)</dc:creator>
		<pubDate>Thu, 01 Jun 2006 06:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1136</guid>
		<description>[...] User Experience &amp; Cognitive Pleasures (there’s easy, and then there’s *experience*) at disambiguity According to Leisa Reichelt, designing a good UX isn&#8217;t just about usability. Designers should seek to include other appropriate cognitive pleasures. Includes a preliminary list of suggested pleasures. (tags: UX userexperience pleasure cognition design usability) [...]</description>
		<content:encoded><![CDATA[<p>[...] User Experience &#38; Cognitive Pleasures (there’s easy, and then there’s *experience*) at disambiguity According to Leisa Reichelt, designing a good UX isn&#8217;t just about usability. Designers should seek to include other appropriate cognitive pleasures. Includes a preliminary list of suggested pleasures. (tags: UX userexperience pleasure cognition design usability) [...]</p>
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		<title>By: my bestblogforward (how blogposts become popular) at disambiguity</title>
		<link>http://www.disambiguity.com/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/comment-page-1/#comment-1050</link>
		<dc:creator>my bestblogforward (how blogposts become popular) at disambiguity</dc:creator>
		<pubDate>Sun, 28 May 2006 23:45:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.disambiguity.com/2006/04/user-experience-cognitive-pleasures-theres-easy-and-then-theres-experience/#comment-1050</guid>
		<description>[...] User Experience and Cognitive Pleasures (there&#8217;s easy, then there&#8217;s *experience*) [...]</description>
		<content:encoded><![CDATA[<p>[...] User Experience and Cognitive Pleasures (there&#8217;s easy, then there&#8217;s *experience*) [...]</p>
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