Lab+9

=**CCT333 - LAB 9**= = =


 * Tutorial 9 Question:** According to the slideshow by Sylvain Cottong, who is an employee at [|http://www.integratedplace.com],
 * What is the definition of 'service design', and why is it so important? (5 paragraphs)**

User experience is experienced quality that a person has with a specific design they are interacting with. It can be anything and can rely on the interests and likes of individual people. It ranges from small to large objects but ultimately refers to the overall experience. Commonly, it is referred to as an integration between software design, business and psychology.

It is important because it can greatly benefit business. Benefits of user experience can help ensure that vital features aren't left out. It also helps reduce costs because through user experience, people can research on what people want and don't want. With UX, it can generate greater customer satisfaction which leads to loyalty and improve the overall reputation of the brand. Ultimately, it will increase the revenues because the customers are satisfied.

Service design can be represented in a honeycomb chart. By creating something useful, usable, desirable, findable, it will become more accessible, credible and valuable. A combination creates a great user experience that is memorable.

An example of a good design that creates a great user experience is the ping pong table. Every time the ball is bounced on the table, a projection of ripples will appear on the table. There are also fish swimming around as if the surface is a pond or body of water. It doesn't really benefit the game of ping pong, but it creates a memorable experience for people to remember. They remember it being enjoyable as the end, therefore they remember it being a good user experience.

Don Norman introduces Visceral level of processing, which represents the subconscious like or dislike of things. The middle level is Behavioural, which is subconsciously. Behavioural design is feeling in control, and the emotion of the design. The last level is reflective design, which is the superego. It defines user status that the user will feel when they consume that product. For example, wearing a Rolex will give the status of wealth and power, but the actual watch is probably less effective at telling the time than a cheap digital one.