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Unit of Inquiry 6: Beyond Usability (HL)

  • Habeeb Yusuf
  • Nov 6, 2025
  • 2 min read

Updated: Nov 20, 2025


Contents



Overview


This unit of inquiry introduces how the four-pleasure framework can be used to create designs that intentionally trigger socio-, physio-, psycho- and ideo-pleasure responses. Students must be able to suggest how the attract/converse/transact (ACT) model can be used as a framework for creating products that intentionally trigger positive emotional responses, considering desirability, usability and usefulness.


The table below demonstrates the interconnectedness of the curriculum, focusing on usability across one key domain: C. Design in context, through the lens of people.



Linking questions

  1. Which aspects of the four-pleasure framework are heavily influenced by ergonomic considerations such as smell, sound, touch, taste, emotion and aesthetics? (A1.1)

  2. How can material selection be used to trigger physio- or ideo-pleasure? (B3.1)

  3. To what extent does the attract/converse/transact (ACT) model promote inclusive design? (C1.2)





Teaching Resources


C3.1 Beyond Usability

You can download the Presentation file below.


Designing for Emotion

Designing for emotion creates products that increase user engagement, loyalty and satisfaction. By satisfying the emotions of the user, a product can stand out in a crowded marketplace. Donald Norman, author of The Design of Everyday Things, describes emotional design as consisting of three components: Visceral Design, Behavioral Design, and Reflective Design.




Attract - Converse - Transact (ACT) Model

The ACT model is a framework for intentionally triggering an emotional response in the user. The goal is to create emotionally rewarding experiences for users.



Attract

Design Goal: The product is desirable because it is aesthetically appealing. The look and feel of the product attracts the user. Unconscious and automatic responses


Converse

Design Goal: The product is usable. The user interacts with the product in order to understand, learn, and utilize the product. Unconscious and automatic responses occur through interactions


Transact

Design Goal: The product accomplishes what it was designed for and is deemed useful by the user. This relationship is built over time.


You can also take a look at Boxes and Arrows, which is an article by Trevor van Gorp, author of the ACT model.


Design with Heart



See the Pepsi rebrand:




 
 
 

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