Heuristics for designing enjoyable user interfaces: lessons from computer games
Human factors in computer systems
Hedonic and ergonomic quality aspects determine a software's appeal
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Alternatives: exploring information appliances through conceptual design proposals
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Investigating attractiveness in web user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Will you spend more money and time on internet shopping when the product and situation are right?
Computers in Human Behavior
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
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A user's perspective of design for context-awareness
Proceedings of the 13th international conference on Ubiquitous computing
Identifying hedonic factors in long-term user experience
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
User evaluation of mobile augmented reality scenarios
Journal of Ambient Intelligence and Smart Environments
Exploring the motivations involved in context aware services
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Enhanced feed-forward for a user aware multi-touch device
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
The Role of Usability in E-Commerce Services
International Journal of E-Business Research
The Role of Usability in E-Commerce Services
International Journal of E-Business Research
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The perceived quality of interactive products can be roughly divided into instrumental, task-related, pragmatic attributes (e.g., usefulness, usability) and non-instrumental, self-referential, hedonic attributes (e.g., novelty, beauty). Recent studies suggest that the weighting of both aspects in forming an overall evaluation of an interactive product heavily depends on features of the actual situation, such as whether an individual has to perform a specific task or not. The present paper extends these findings by assuming that a match between an individual's motivational orientation and particular product attributes (i.e., pragmatic, hedonic) moderates the perceived value of interactive products. Specifically, it shows how differences in regulatory foci (promotion or prevention focus), that is, differences in the way goal-directed behavior is regulated, influence product evaluation and choice. Participants were either set in a prevention focus (concern for safety and the avoidance of negative outcomes) or promotion focus (concern for personal growth and the attainment of positive outcomes). Subsequently, they were asked to evaluate and choose between a primarily pragmatic and a primarily hedonic mp3-player. The results revealed the expected effect of the activated regulatory focus on evaluation and choice. Individuals in a promotion focus rated the hedonic player as more appealing and chose it more frequently compared to individuals in a prevention focus. Reverse results, albeit not as strong, were found for the evaluation and choice of the pragmatic player. Our findings support the idea that product appeal and choice is strongly context-dependent. It further extends previous findings by showing that not only major differences in the situation, such as providing a specific task or not, impact product appreciation but that more subtle, motivational orientations can have similar effects.