Curriculum/DP Design/C1.3 Beyond Usability

Beyond Usability | C1.3

Guiding questionHow do designers go beyond accessibility and usability to address a wider range of issues to improve products and services?

A product can be perfectly usable and still be one you would never choose. Usability is a floor rather than a goal, and once a market is full of things that all work, the question stops being whether a product functions and becomes why anyone would want this one. C1.3 takes that question seriously instead of dismissing it as marketing.

The two frameworks here, the four pleasures and the ACT model, are useful for a reason students sometimes miss. They give you language for reactions that would otherwise sound like personal taste. Being able to say that an object delivers socio-pleasure, rather than just saying it feels nice, is what turns a preference into an argument, and arguments are what get marked. This topic also rewards being tested against things you already own. Work out why you are attached to a particular object when a cheaper one would do the same job, and you will understand this material better than any set of notes can make you.

Students must be able toOutline how the four-pleasure framework can be used to create designs that intentionally trigger socio-, physio-, psycho- and ideo-pleasure responses.

A product can be usable and still be unappealing. Going beyond usability means designing products that are not just functional but genuinely pleasurable to use. The Four Pleasures Framework, developed by Canadian anthropologist Lionel Tiger (1992), categorises the pleasure derived from products into four distinct types:

  • Physio-pleasure: pleasure from physical sensations: how a product feels, smells, tastes, or sounds. Example: the smooth, ribbed grip of a cold Coca-Cola bottle feels secure and satisfying in the hand. Its organic shape and nostalgic design reinforce this sensory appeal.
  • Socio-pleasure: pleasure from social connections, status, belonging, and communication. Example: Philippe Starck's Juicy Salif lemon squeezer is famously difficult to use successfully, yet it became a design classic because it sparks conversation and signals sophistication to others.
  • Psycho-pleasure: pleasure from cognitive and emotional experiences: understanding and mastering a product. Example: a well-designed interface that responds predictably to inputs gives the user a sense of control and competence.
  • Ideo-pleasure: pleasure from values, beliefs, and meaning. Example: choosing a product made from recycled ocean plastics because it aligns with the user's environmental values.

These four pleasures help designers consider the full emotional experience of using a product, not just whether it works. The framework aligns directly with Donald Norman's three levels of design (2003):

  • Visceral level: immediate sensory reaction (appearance, feel, sound). Corresponds to physio-pleasure.
  • Behavioural level: functional usability and ease of use. Corresponds to psycho-pleasure.
  • Reflective level: meaning, personal value, and social identity. Corresponds to socio-pleasure and ideo-pleasure.

The Juicy Salif demonstrates why the framework matters: it fails at the behavioural/psycho level (poor usability) yet succeeds dramatically at the reflective level (socio- and ideo-pleasure). As Starck allegedly said: "My juicer is not meant to squeeze lemons; it is meant to start conversations." Without the Four Pleasures Framework, a designer might dismiss this product as a failure when it is actually satisfying a different (but equally real) kind of need.

Interactive
Four-Pleasure Card Sort

Select a product feature below, then select which pleasure it's actually designed to trigger. A couple of these genuinely fit more than one category, placing them in either counts.

Students must be able toSuggest how the ACT model can be used as a framework for creating products that intentionally trigger positive emotional responses, considering desirability, usability and usefulness.

The ACT model (Attract, Converse, Transact) was developed by Trevor Van Gorp and Edie Adams (2012). It describes a sequential process through which designers can intentionally trigger emotional responses in users, moving them from initial awareness through engagement to lasting loyalty.

The three stages and their alignment with Norman's levels:

  • Attract: uses aesthetics (colour, texture, sound, smell) to grab the user's attention and create desire. Corresponds to Norman's Visceral level. A product that looks cheap, feels flimsy, or sounds hollow will fail here before the user has any interaction with it. Design strategies: high-contrast colours, premium materials, satisfying initial sounds.
  • Converse: ensures the product is usable, reliable, and gives the user a sense of control. Corresponds to Norman's Behavioural level. The product must "converse" predictably with the user: responding to inputs as expected, providing clear feedback, and completing tasks efficiently without frustration. Design strategies: clear affordances, consistent feedback, familiar population stereotypes (e.g., turning a knob clockwise for "on").
  • Transact: builds deeper meaning and emotional connection, leading to continued use, brand loyalty, and recommendation to others. Corresponds to Norman's Reflective level. This stage addresses socio-pleasure (community, status) and ideo-pleasure (values alignment). Design strategies: personalisation options (changeable watch faces), community-building features (user forums, fitness leaderboards), and values-aligned features (a carbon savings dashboard on an electric vehicle).

Smartwatch example applying both frameworks:

  • Attract (Visceral / Physio-pleasure): Sleek design, smooth curves, vibrant edge-to-edge display, premium aluminium or titanium body.
  • Converse (Behavioural / Psycho-pleasure): Intuitive touch interface, reliable health tracking, fast and predictable navigation through menus.
  • Transact (Reflective / Socio- and Ideo-pleasure): Changeable watch faces for self-expression; fitness data connects the user to a community of like-minded people; the watch becomes part of the user's identity and daily routine, generating loyalty and upgrade behaviour.

The frameworks working together: The Four Pleasures Framework tells designers what kinds of pleasure to aim for. The ACT model tells designers in what order to deliver them. Usability (the Behavioural/Psycho layer) is necessary but not sufficient. Products that users truly love must attract attention, sustain meaningful interaction, and build lasting emotional connection.

Case Study
An Apple Store interior with the Genius Bar

ACT in a Retail Space

The smartwatch example applied the model to a product. Here it's a room.

Read case study →
Discussion
Products we love vs. products that just work

Think of one product you use constantly but feel nothing about: it works, you'd notice if it broke, and that's the whole relationship. Now think of one product you'd defend in an argument, recommend unprompted, or feel a flicker of pride owning.

Map both against the Four Pleasures Framework and the ACT model. Where exactly does the second product pick up something the first one never even attempts? Is it possible to build that extra layer on top of any product, or are some categories, a fire extinguisher, a tax form, simply never going to be loved no matter how well the Attract and Transact stages are executed?

Ten questions covering the Four Pleasures Framework, Norman's three levels, and the ACT model. Select one answer per question, then click "Check all answers" to see your score and the explanations.

Q1 · 1.3.1 Four Pleasures Framework
What does the four-pleasure framework give a designer that a usability checklist does not?
Usability establishes whether a product can be operated. The four pleasures, proposed by the anthropologist Lionel Tiger and later applied to products, cover why a user wants to keep using it: physio-pleasure from the senses and the body, socio-pleasure from what it signals to others, psycho-pleasure from feeling competent, and ideo-pleasure from matching a user's values. Naming them turns a reaction that would be dismissed as personal taste into a design decision that can be defended.
Q2 · 1.3.1 Four Pleasures Framework
The ribbed grip of a cold glass bottle, secure and satisfying in the hand, delivers:
Physio-pleasure arrives through the body and the senses: touch, grip, temperature, weight, sound and smell. Nothing social or intellectual is involved in the feel of the bottle itself, which is why this maps onto Norman's visceral level.
Q3 · 1.3.1 Four Pleasures Framework
A buyer chooses a particular watch because of what owning it signals to colleagues. This is:
Socio-pleasure comes from relationships, belonging and the standing a product confers. The purchase is being made for what the object says to other people rather than for how it feels in the hand or how well it keeps time.
Q4 · 1.3.1 Four Pleasures Framework
An interface that responds predictably to every input, so a new user feels in control and competent within minutes, is delivering:
Psycho-pleasure is cognitive and emotional: the satisfaction of understanding a product and mastering it. It corresponds to Norman's behavioural level, and it is the layer most closely tied to conventional usability, which is exactly why usability alone is a floor rather than a goal.
Q5 · 1.3.1 Four Pleasures Framework
Choosing a product made from recycled ocean plastic because it matches the buyer's environmental beliefs is an example of:
Ideo-pleasure comes from a product agreeing with the user's values and beliefs, independent of how it looks or performs. Material choice is one of the most direct ways to trigger it, which is why sustainability claims sit alongside aesthetics in a material justification.
Q6 · 1.3.2 The ACT Model
Which of Donald Norman's three levels covers the immediate sensory reaction to how something looks, feels and sounds?
The visceral level is the pre-conscious first reaction, and it aligns with physio-pleasure and with the Attract stage of the ACT model. Behavioural covers use and performance, and reflective covers meaning, values and identity.
Q7 · 1.3.2 The ACT Model
The Converse stage of the ACT model aligns with which level and pleasure?
Converse is the stage of actually using the product, so it depends on clear affordances, consistent feedback and familiar population stereotypes such as turning a knob clockwise for on. If the product cannot hold a predictable conversation with the user, no amount of attraction will keep them.
Q8 · 1.3.2 The ACT Model
The Transact stage of the ACT model refers to:
Transact is the long-term relationship, built through personalisation, community features and values-aligned details such as a carbon savings display. Despite its name it is not the sale: it is the reflective level, where socio-pleasure and ideo-pleasure turn a customer into an advocate.
Q9 · 1.3.2 The ACT Model
The Juicy Salif lemon squeezer is difficult to use yet remains a design classic. In framework terms it:
As a juicer it performs poorly, so psycho-pleasure is weak. What it delivers is socio-pleasure, in the conversations and sophistication it signals, and ideo-pleasure for buyers who share its design philosophy. Without the framework a designer would score it a failure, when it is actually meeting a different and equally real need. It is an exception rather than a model for a phone or a medical device.
Q10 · 1.3.2 The ACT Model
A retailer offers free one-to-one technical help that has nothing to do with that day's purchase. Which ACT stage does this serve?
Support given independently of a sale builds the ongoing relationship that turns a customer into an advocate, which is the reflective payoff of the Transact stage. In the same space, an uncluttered glass storefront does the attracting, and staff carrying the point-of-sale system so that no queue ever forms keeps the conversation moving.
Every Paper 2 question is attached to a product. Nothing here can be answered from memory alone: read the case study first, then answer the parts in order. The tariff tells you how many creditable points to make, and the command term tells you what kind of point counts. Write your answer before you open either panel, then mark yourself against the markscheme rather than against the example. This topic is HL only, so these questions appear on HL Paper 2 and never on SL.
Question 1 · C1.3 · HL only6 marks
Case study

Vinyl records outsold CDs again in 2022, forty years after the format was declared obsolete. A record must be removed from its sleeve, placed on a turntable, and the stylus lowered onto it. It plays for about twenty minutes before it must be turned over. It is easily scratched and cannot be carried.

The same music is available instantly on a streaming service for a monthly fee.

Table 1: Vinyl compared with streaming

Vinyl LPStreaming
Cost per album£28Included in £11 per month
Time to start playing~60 s~2 s
Uninterrupted playing time~20 min per sideUnlimited
PortabilityNoneComplete
Sleeve artwork310 mm squareThumbnail
OwnershipPhysical objectLicence, revocable

(a) State which of the four pleasures is served by the 310 mm sleeve artwork, see Table 1. [1]

(b) Outline how the physical handling of a record serves the physio-pleasure, see Table 1. [2]

(c) Explain why vinyl's usability failures in Table 1 have not prevented its return. [3]

Example answer

(a) Psycho-pleasure, from the visual and emotional response to the artwork at that size.

(b) Physio-pleasure comes from the senses and the body, and playing a record is a sequence of deliberate physical actions: sliding the disc from its sleeve, feeling its weight and the texture of the groove, lowering the stylus. The sound itself has a physical component too, since a large speaker moving air produces a bass the listener feels as well as hears.

(c) Usability measures how efficiently a product lets a user reach a goal, and it assumes the goal is to get to the music. For a vinyl buyer the handling is not an obstacle before the experience, it is part of the experience, so the things that count as failures on a usability measure are the source of the value. The twenty-minute side is the clearest case: it looks like a defect because it interrupts listening, and in practice it enforces attention, because the listener must return to the turntable and therefore treats the album as a thing to sit with rather than as background. The 310 mm sleeve and the physical object also do something streaming cannot, since owning a record means possessing an object that can be shelved, lent and displayed, which is a socio-pleasure a revocable licence cannot deliver. What the case really shows is that usability is necessary for a tool and insufficient for a product bought for the experience of using it, which is exactly the gap the four-pleasure framework was developed to describe.

Markscheme

(a) The four-pleasure framework acts as a critical component to determine how users interpret and interact with a product.
• Psycho-pleasure ✓
• Ideo-pleasure, if argued from the artwork's meaning or values ✓

Award [1] for a correct pleasure with reference to the artwork up to [1 max].

(b) Physio-pleasure derives from the body and the senses.
• Playing a record is a sequence of deliberate physical actions ✓
• Sliding the disc from its sleeve ✓
• The weight of the disc and the texture of the groove ✓
• Lowering the stylus precisely onto the lead-in ✓
• The smell of the sleeve and the sound of the stylus dropping ✓
• A large speaker moving air produces bass the listener feels as well as hears ✓
• The ritual engages more senses than pressing a screen ✓

Award [1] for each relevant brief point on the physio-pleasure of handling a record up to [2 max].

(c) The four-pleasure framework helps designers go beyond usability.
• Usability measures how efficiently a user reaches a goal ✓
• It assumes the goal is to get to the music ✓
• For a vinyl buyer the handling is part of the experience, not an obstacle before it ✓
• The measures that count as failures are the source of the value ✓
• The twenty minute side looks like a defect because it interrupts listening ✓
• In practice it enforces attention, since the listener must return to the turntable ✓
• The album is treated as something to sit with rather than as background ✓
• The 310 mm sleeve gives the artwork a presence a thumbnail cannot ✓
• Owning an object that can be shelved, lent and displayed is a socio-pleasure ✓
• A revocable licence cannot deliver ownership ✓
• Usability is necessary for a tool and insufficient for a product bought for the experience of use ✓
• This is the gap the four-pleasure framework was developed to describe ✓

Award [1] for each relevant reason / cause explaining why the usability failures did not prevent vinyl's return up to [3 max]. Award a maximum of [2] where the response does not name at least one pleasure.

Question 2 · C1.3 · HL only6 marks
Case study

A city museum issues a handheld audio guide. A visitor takes it at the entrance, keys in the number displayed beside an object, and hears a two-minute commentary. Numbers appear on about 90 of the museum's 4000 objects.

An audit found that most visitors used the guide for the first four objects and then stopped, and that a third returned it before reaching the second floor.

Table 2: The guide mapped against the ACT model

StageWhat the guide doesObserved outcome
AttractOffered at the desk with the ticket62 % take one
ConverseVisitor keys in a number, listensMedian 4 objects used
TransactVisitor completes a route through the museum33 % return it early

(a) State the stage of the ACT model at which the guide is failing most, see Table 2. [1]

(b) Describe why keying in a number weakens the conversation between visitor and guide, see Table 2. [2]

(c) Evaluate the audio guide against the ACT model, see Table 2. [3]

Example answer

(a) Converse.

(b) A conversation implies the product responds to the person, and keying in a number is the visitor doing all the work while the guide waits: it knows nothing about where the visitor is, what they have already heard or what interests them. The interaction also interrupts looking, because the visitor must break away from the object to find a number and press keys, so the guide competes with the exhibit instead of supporting it.

(c) Attract works. Offering the guide with the ticket at the point of entry reaches 62 % of visitors, and a physical object handed over is hard to decline, so the guide gets into more hands than a leaflet or an app would. Converse is where it fails, and the median of four objects shows the failure is immediate rather than gradual: visitors are not tiring of it, they are abandoning it almost at once, because the effort of keying in numbers is repaid with a fixed two-minute commentary that does not adapt. Transact fails as a consequence, since a third return the guide before the second floor, so the guide is not carrying visitors through the museum, which is the outcome the museum wanted from it. Numbers on 90 of 4000 objects also mean the guide is silent for almost everything a visitor looks at, so the conversation stops even when the visitor is willing. The judgment is that the guide is well distributed and poorly designed, and improving Attract further would only put more of them into the hands of people who abandon them.

Markscheme

(a) The attract/converse/transact (ACT) model is a framework used by designers to improve the relationship between a user and a product.
• Converse ✓

Award [1] for the correct stage up to [1 max].

(b) The ACT model's converse stage concerns the ongoing interaction between user and product.
• A conversation implies the product responds to the person ✓
• Keying in a number is the visitor doing all the work ✓
• The guide knows nothing about where the visitor is ✓
• It does not know what has already been heard or what interests them ✓
• The interaction interrupts looking at the object ✓
• The visitor must break away to find a number and press keys ✓
• The guide competes with the exhibit rather than supporting it ✓
• A wrong number gives no feedback that it was wrong ✓

Award [1] for each detail, leading to an account of why keying in a number weakens the conversation, up to [2 max].

(c) The ACT model is used to improve the relationship between a user and a product.
Attract, working:
• Offering it with the ticket reaches 62 % of visitors ✓
• A physical object handed over is hard to decline ✓
• It reaches more hands than a leaflet or an app would ✓
Converse, failing:
• A median of four objects shows the failure is immediate, not gradual ✓
• Visitors are abandoning it rather than tiring of it ✓
• Effort spent keying in numbers is repaid with a fixed commentary that does not adapt ✓
• Numbers on 90 of 4000 objects mean the guide is silent for almost everything ✓
• The conversation stops even when the visitor is willing to continue ✓
Transact, failing as a consequence:
• A third return the guide before the second floor ✓
• The guide is not carrying visitors through the museum ✓
• The outcome the museum wanted is not achieved ✓
Judgment:
• The guide is well distributed and poorly designed ✓
• Improving Attract would only put more guides into the hands of people who abandon them ✓

Award [1] for each distinct strength / limitation, leading to an appraisal of the guide against the ACT model, up to [3 max]. Award a maximum of [2] where fewer than two stages are addressed.

Question 3 · C1.3 · HL only10 marks
Case study · part 1

A publisher produces a cooperative board game. Two to four players work together against the game itself, so everyone wins or everyone loses. A session lasts about an hour.

The box contains a folding board, wooden pieces, cards and a rulebook. The rules take about fifteen minutes to teach.

(a) Identify two aspects of the game that serve the socio-pleasure. [2]

Case study · part 2

The publisher tested two versions of the pieces.

Table 3: Two versions of the game pieces

Version AVersion B
PiecesPrinted card discsTurned beech, painted
Cost per copy£3.10£7.40
Retail price supported£24£42
Playtester rating, "want to own"5.8 / 108.9 / 10
Playtester rating, "easy to play"7.9 / 108.0 / 10

(b) Outline what the gap between the two ratings in Table 3 shows about usability and desire. [2]

Case study · part 3

The box lid carries a large illustration and is displayed face out on a shop shelf beside forty other games.

(c) Describe how the box lid serves the attract stage of the ACT model, see Table 3. [2]

Case study · part 4

The publisher must decide between version A and version B before printing.

(d) Explain how the four-pleasure framework and the ACT model together support a decision between the two versions, see Table 3. [4]

Example answer

(a) The cooperative structure, which makes players discuss and plan together rather than compete; and the fifteen-minute teaching time, which lets an experienced player bring newcomers into a group.

(b) The two versions are almost identical on ease of play, 7.9 against 8.0, so the wooden pieces have not made the game work better in any functional sense. On wanting to own it the gap is three points, which shows that what the pieces changed was desire rather than performance, and that the two are independent: a product can be entirely usable and still be something nobody particularly wants.

(c) The lid is the only part of the product a shopper can see, since the game itself is sealed inside, so it has to do the whole of the attract stage on its own. Standing among forty competitors it must first be noticed at a distance, which is what the large illustration is for, and then say quickly what kind of experience is inside, so that the right buyer picks it up and the conversation with the product can begin.

(d) The two frameworks answer different halves of the decision, and together they point to version B.

The ACT model deals with the shelf. A game sealed in a box is bought on the lid alone, so attract is decided before anyone plays, and version B's price of £42 places it among games buyers expect to be substantial. A £24 game that looks premium is a mismatch, and the buyer who wants a serious cooperative game may pass over a cheap-looking box entirely. Converse and transact are unaffected by the choice, since the ratings show both versions play equally well, so ACT gives a reason to prefer B and no reason to prefer A.

The four pleasures explain why the wooden pieces produce the three-point gap. Physio-pleasure is the direct one: turned beech has weight, texture and a sound when set down that printed card does not, and a board game is handled constantly for an hour, so the pieces are touched more than anything else in the box. Ideo-pleasure follows, because wood carries associations of craft and permanence, and a buyer choosing a cooperative game is already choosing against disposability. Socio-pleasure matters most for this particular game: the pieces sit on a table between people for an hour and are what everyone looks at while talking, so a component that feels good to handle raises the quality of a shared occasion rather than an individual experience.

Set against the usability data, the case is clear. The 0.1 difference in ease of play means the extra £4.30 buys nothing functional, so a purely usability-driven decision would choose A. That is exactly the judgment these frameworks exist to correct, because they show the £4.30 is buying pleasure and desire, and the market rewards it with £18 more retail price.

Version B should be chosen. The one real risk is that it moves the game into a higher price bracket where it competes with more established titles, so the higher cost has to be recovered through a market that will pay £42, which the playtester rating of 8.9 supports but does not prove.

Markscheme

(a) Socio-pleasure derives from relationships with others and from social identity.
• The cooperative structure makes players discuss and plan together ✓
• Everyone wins or loses together, removing competition between players ✓
• Fifteen minutes to teach lets an experienced player bring newcomers in ✓
• Two to four players means it is designed for a group ✓
• An hour-long session is a shared occasion ✓
• Owning the game gives a reason to invite people ✓

Award [1] for each relevant aspect identified up to [2 max].

(b) The four-pleasure framework determines how users interpret and interact with a product, beyond usability.
• The two versions are almost identical on ease of play, 7.9 against 8.0 ✓
• The wooden pieces have not made the game work better functionally ✓
• The gap on wanting to own it is three points ✓
• What the pieces changed is desire rather than performance ✓
• Usability and desire are therefore independent ✓
• A product can be entirely usable and still be something nobody wants ✓
• Measuring usability alone would have found no difference between the versions ✓

Award [1] for each relevant brief point on what the gap shows up to [2 max].

(c) The attract stage of the ACT model concerns drawing the user to the product.
• The lid is the only part a shopper can see, since the game is sealed ✓
• It must perform the whole attract stage alone ✓
• It stands among forty competing products ✓
• The large illustration allows it to be noticed at a distance ✓
• It must communicate quickly what kind of experience is inside ✓
• The right buyer then picks it up, beginning the conversation ✓
• It signals price bracket and seriousness as well as subject ✓

Award [1] for each detail, leading to an account of how the lid serves the attract stage, up to [2 max].

(d) The four-pleasure framework and the ACT model together help designers go beyond usability.
What ACT contributes:
• A sealed game is bought on the lid alone, so attract is decided before anyone plays ✓
• £42 places the game among titles buyers expect to be substantial ✓
• A £24 game that looks premium is a mismatch ✓
• Converse and transact are unaffected, since both versions play equally well ✓
• ACT gives a reason to prefer B and none to prefer A ✓
What the four pleasures contribute:
• Physio-pleasure: turned beech has weight, texture and a sound card does not ✓
• The pieces are handled constantly for an hour, more than anything else in the box ✓
• Ideo-pleasure: wood carries associations of craft and permanence ✓
• A buyer choosing a cooperative game is already choosing against disposability ✓
• Socio-pleasure: the pieces sit between people and are what everyone looks at while talking ✓
• A component that feels good raises the quality of a shared occasion ✓
Against the usability data:
• The 0.1 difference means the extra £4.30 buys nothing functional ✓
• A purely usability-driven decision would choose A ✓
• That is the judgment these frameworks exist to correct ✓
• The £4.30 buys pleasure and desire, rewarded with £18 more retail price ✓
Judgment and risk:
• Version B should be chosen ✓
• It moves the game into a bracket competing with more established titles ✓
• The cost must be recovered from a market willing to pay £42 ✓
• The 8.9 rating supports this but does not prove it ✓

Award [1] for each relevant detail / reason / cause relating to how the two frameworks support the decision up to [4 max]. Award a maximum of [3] where only one framework is used. Credit responses that reach a decision and identify its risk.

Emotional Design, Don Norman
ted.com/talks/don_norman_3_ways_good_design_makes_y… en.wikipedia.org/wiki/Emotional_Design
Norman on his three levels: visceral, behavioural and reflective. The TED talk is him making the argument himself in about fifteen minutes, and the Wikipedia entry summarises the book around it.
Juicy Salif Lemon Squeezer, Philippe Starck, MoMA collection
moma.org/collection/works/1825
The museum record for the object, which is in a permanent collection despite squeezing lemons badly. Exactly the tension between behavioural usability and socio and ideo pleasure that 1.3.1 is about.
Norman’s three levels of design, Interaction Design Foundation
ixdf.org/literature/article/norman-s-three-levels-o…
The three levels applied to real products, free to read. Useful if you want worked examples before applying the framework yourself.
Design for Emotion, Trevor van Gorp and Edie Adams
archive.org/details/designforemotion0000vang
The source of the attract, converse, transact model in 1.3.2, including how the three stages line up with Norman’s levels. Free to borrow at the Internet Archive with an account.
Contour bottle, Wikipedia
en.wikipedia.org/wiki/Contour_bottle
The 1915 Coca-Cola bottle, designed to be recognised by touch alone in the dark or broken on the ground. Physio-pleasure and brand identity solved in a single form.

Linking Questions

  • Which aspects of the four-pleasure framework are heavily influenced by ergonomic considerations such as smell, sound, touch, taste, emotion and aesthetics? (A1.1)
  • How can material selection be used to trigger physio- or ideo-pleasure? (B3.1)
  • To what extent does the ACT model promote inclusive design? (C1.2)