TLDR;
- Cognition is one of the key parameters to explain users and the idea behind their behaviours with psychoanalysis. As well as the topic is issued under psychology discipline of User Experience (UX), it should be supported with the fact behind that psychology like concrete phenomenons using psychophysical analysis.
- Like the time transitioning from product-oriented vision to user-centered products, more niche specialization on Experience-Centered Design is currently being experienced while the ability to gather and manage all these experiences required to be present in regards to successfully being adapted.
Preface
Cognition is the name of the process how human percieves (can be used with many other words to describe the phases) information. As a default, we pick related information among the nature (consciously or subconsciously) while it's called Natural Information Processing. Sweller (2011) explains this system's compounds as a whole nature has it's own set of paradigms to observe, classify, store, re-call, etc. to grasp that information.
Sweller (1988) describes the elements of natural processing system for humans as affective memory, working memory and long-term memory. And in sake of keeping the issue brief, principles of natural processing systems as follows;
- Information Store,
- Borrowing and Re-organizing,
- Randomness as Genesis,
- Narrow Limits of Change,
- Environmental Organizing and Linking
Analyze
During the transition from feodality to industrialism, markets are working according to "Sell What You Can Produce" principle. With the progress on cognition, Freud (1933) and Neisser (1967)'s cognitive psychology was the new paradigm where industrial products has concrete structure that appealing to human nature which let them understand the full product by their senses. By the time personalization or the user-centered design was hype, it was more related to psychology that why makes people think that way and build an idea around it.
With the era currently being experienced from industrialism to digitalism, the products are all softwares and require set of specific features like Skeuomorphism (basically shadows and offsets) to make it easily distinguishable to their users. And now there's psychophysical analysis which investigates the physically fundamental background besides what its studied within psychology branch under UX. And the marketing strategy was changed to "Produce What You Can Sell"
While the first group (industrial) of products can be emphasized by users on default since their concrete structures can be learned by human sense, the latter group (software) products can only be understood only if their designs appealing to human sense (like imitating a play button meaningfully like on a music player on the software interface to make user believe and it should be pressed/clicked).
In fact when the subject is Experience
, namely UX in terms of the name of this StackExchange site, the part that analyzing the human nature is a bit more considered in a psychology even it's mainly affected what's produced as an outcome of a human metabolism as well.
Regardless of any subtopic of this experience, people are tend to behave like considering only the defacto rules like Accessibility (a11y)
and its common web standarts like WCAG (Web Content Accessibility Guideline)
, while disregarding the underlying causes why these rules are consequently gathered. So to be brief, psychological part of the experiences should be more supported by it's naturally physical background whatever the experience is about to being applied.
Processes and Skills
Even many may find it irrelevant in terms of UX, the main principles how human get the most out of the software application, relies on the subtle elements where our metabolism, emotion, spritiual, and even astrological mood besides many more situation. From a bit different point of perspective, a group of human being are tend to behave like similar in relatively in same situations. Like buying/selling stocks when a similar pattern observed or like to go on shopping before feasts. Similar approach applies to the sectors where human is the main workforce, to say namely developers are not willingly participate in any design activities and the designers do not even think they can code in a programming role.
Again to be short, psychological consequences triggered by the way body/spirit metabolism behaves like so. For instance, feeling desperate when suffering from extreme thirst may make someone psychologically feel depressive, and put someone in a position where darker colors/themes may seem more tempting and meaningfull just because our body lacking water. Like color contrast, while we taking into account the principles of design, it's obviously because of the human eye's physical constraints even people think like it's canon for all the creatures in the world.
With the paradigm shifts from industrial to digital, supplementary issues behind their design philosophies varies as well while the axis is fluid even foundationally on the users, namely humans. With the first phase of User-Centered Design, there was more of psychologic topics issued during the personalized ads and marketing campaings with the rise of e-trade apps mostly but, nowadays we're experiencing the niche part that makes it going a bit further with implementing the physical facts and constraints behind that psychology cognitively.
During this paradigm shift, UX is also living the potential change as including the physical/metabolismic part of humanity as a background and more likely evolves including not only research and design, but also development (of a prototype with programming). By not means of psycophysical analysis but since the development needs design decisions within the very first phase of it's initialization via deduction.
As it's also preferred omitting plus sign before all the positive numbers, the term Human Experience Design
is a bit seems conceptual name (to me), while it's generally likely to put under the topic of "Experience Design", since everybody reading this philosophy assumed to be humans as well. Besides since the development on web requires setting "robots.txt" for search engine crawlers to be able to have a more proper experience, it might be called Robotic/Autonom Experience Design
someday. So that generally speaking, calling the new phenomenon solely as "Experience Design" topic would be more suitable.
And the question about the processes of the new hype Experience Design is a bit topic of another question since it depends on the experience field's itself like the main idea behind these processes is each of the areas has it's own processes as their fundamentals best fit. Like service design differs for each of the subject area's itself besides developer experience and customer experience fields seperately has a different set of processes and frames to answer the question.
Lastly it worths to mention about the Persuasive Technology (PT)
which Fogg's (2003, 2009b) Behaviour Model puts it where all the experiences you mentioned leading to be directed by the experience designers.
Conclusion
What additional processes and skills are involved in “Human Experience
Design”?
As responded generally with the previous title, the process are varies according to that type of specefic experience type as mentioned, such as UX (for software), Developer Experience, Customer Experience or what's issued under the roof concept of Experience Design. These different experience types (namely customer, developer, user) needs their own physically/analytically analysed processes as backgrounds besides their psychological side.
Generally speaking, unlike prior approaches like producing products that has software as a part of it via settling Product
and Information Technology (IT)
teams where UX is placed under the roof of one of them, the newer approach requires producing designs that appealing to user that has software via settling seperately UX team
at the same level with product and IT teams as well.
Besides the iterations on the organizational level, the job's itself also evolves like the titles as UX Developer/Engineer roles can be observed from the vacancies, and that being said, UX is more becoming the area where one can have skills like research, design, and prototype with code as if it's the case to evaluate under the roof of one product management.
References:
- Fogg, B.J., 2003. Persuasive technology: using computers to change what we think and Do. Morgan Kaufmann.
- Fogg, B.J., 2009b. 'A behavior model for persuasive design'. Proceedings of Persuasive Technology: Fourth International Conference, Persuasive 2009, Claremont, California.
- Freud, S., 1933. Anxiety and instinctual life. New introductory lectures on psychoanalysis, 22, pp.81-111.
- Neisser, U., 1967. Cognitive psychology. Englewood Cliffs: Prentice-Hall. ISBN 978-0131396678.
- Sweller, J., 1988. Cognitive load during problem solving: Effects on learning. Cognitive science, 12(2), pp.257-285.
- Sweller, J., 2011. Cognitive load theory. In Psychology of learning
and motivation (Vol. 55, pp. 37-76). Academic Press.