Heuristics for designing enjoyable user interfaces: lessons from computer games
Human factors in computer systems
Designing interaction
Reducing the gap between what users know and what they need to know
CUU '00 Proceedings on the 2000 conference on Universal Usability
IEEE Software
Stay on the ball! an interaction pattern approach to the engineering of motivation
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
Auditory-Induced Emotion: A Neglected Channel for Communication in Human-Computer Interaction
Affect and Emotion in Human-Computer Interaction
How Is It for You? (A Case for Recognising User Motivation in the Design Process)
Affect and Emotion in Human-Computer Interaction
User experience evaluation criteria for mobile news making technology: findings from a case study
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
An implicit test of UX: individuals differ in what they associate with computers
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Research on user experience stresses the need to go beyond the mere accomplishment of behavioral goals, such as providing novelty and change, a compelling image, etc. Although it can be argued that the consideration of such non-instrumental aspects at the workplace will lead to joyous experiences, which in turn may be an important aspect of employee well-being, the offered link between current models of user experience and the work environment is rather weak. This paper presents a user experience model more closely linked to behavioral goals; that is tasks, their generation, and completion. We describe the e4-model consisting of four groups of desired behavioral outcomes --- execute, engage, evolve, expand --- and its underlying motivation. e4does address not only task completion, but also persistence in task execution, modification of existing tasks, and the creation of novel tasks.