My session proposes to distil the "elements of user experience" into a simple formula or model. This formula can be used to get a sense of the quality of an experience of any sort (interactive or physical).
The formula is presented here in a flat and somewhat technical way):
Expectations X Friction < Value (E x F < V)
Expectation = what the user expects from an interaction , service, platform, product.
Friction = the effort required from a user in order to gain value from a product/service/interaction
Value = is what the user actually gained.
This may seem a little dull when presented here in a message but it is clear and well communicated when presented.
When projected on products like the iPhone, or a services like eBay, Twitter, Google, dating sites or mobile apps like Instagram: this formula reflects on the factors and quality of these experiences.
For example: The powerful impact the first iPhone (iPhone3) offered as opposed to the 4s version, which is a much better product but was apparently a lesser experience.
There are many such examples in my session which are insightful and sometimes amusing.
In the second part of the session I present how the model reflects on experiences which are emotional and loveable (brands like Apple and Harley Davidson are solid examples for this angle).
Attendees may gain an intuitive tool/model for better evaluating the impact of different factors affecting experiences they may be delivering in their work.
This model is the outcome of a research I conducted at the academy and in my professional landscape as a practitioner and designer of brand and interactive experiences.