Simulation and Gaming - Special issue on a quarter century of Ken Jones
The building blocks of experience: an early framework for interaction designers
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
From perception to experience, from affordances to irresistibles
DPPI '03 Proceedings of the 2003 international conference on Designing pleasurable products and interfaces
Funology: from usability to enjoyment
Funology: from usability to enjoyment
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
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In design research, general theories on experiential concepts have been accessed, conceptual models of experiences have been developed, and design strategies for experience have been presented. However, due to the complex nature of experiences and the multidisciplinary nature of design, we argue that designers may not be fully equipped with information to design for particular experiences. In our previous study, we adopted general theories of interpersonal love to conceptualize the 'experience of love' in person-product interaction. In this paper, we complete this conceptualization and present the underlying principles of love. The principles of love are fixed and predetermined 'modes of action' that trigger what is experienced as 'love' in the interaction with consumer products. We believe that, equipped with a complete and clear set of information over experiential concepts, designers and developers would be free to develop their own creativity and, consequently, have more control over their work.