Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Guidelines for usability testing with children
interactions
User and task analysis for interface design
User and task analysis for interface design
The usability engineering lifecycle: a practitioner's handbook for user interface design
The usability engineering lifecycle: a practitioner's handbook for user interface design
Usability engineering: scenario-based development of human-computer interaction
Usability engineering: scenario-based development of human-computer interaction
The Mythical Man-Month: Essays on Softw
The Mythical Man-Month: Essays on Softw
Handbook of Human-Computer Interaction
Handbook of Human-Computer Interaction
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
IEEE Software
The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications
Emotion in human-computer interaction
The human-computer interaction handbook
Genderizing human-computer interaction
The human-computer interaction handbook
Human-computer interaction for kids
The human-computer interaction handbook
Physical disabilities and computing technologies: an analysis of impairments
The human-computer interaction handbook
Documentation: not yet implemented, but coming soon!
The human-computer interaction handbook
An ethnographic approach to design
The human-computer interaction handbook
Prototyping tools and techniques
The human-computer interaction handbook
Participatory design: the third space in HCI
The human-computer interaction handbook
Designing for usability—key principles and what designers think
CHI '83 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity (2nd Edition)
The interplay of beauty, goodness, and usability in interactive products
Human-Computer Interaction
User engineering principles for interactive systems
AFIPS '71 (Fall) Proceedings of the November 16-18, 1971, fall joint computer conference
What Is Prospective Ergonomics? A Reflection and a Position on the Future of Ergonomics
EHAWC '09 Proceedings of the International Conference on Ergonomics and Health Aspects of Work with Computers: Held as Part of HCI International 2009
The dimensions of positive and negative user experiences with interactive products
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: design philosophy, methods, and tools - Volume Part I
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The HCI domain has registered a rapid growth since its inception (1978--1983). The result is that one can take advantage of a body of knowledge, methods, and tools to design high quality interfaces which can meet the requirements of activities to be carried out and satisfy the users' needs and expectations. Nonetheless, the challenges to take up are numerous to continue to innovate and develop our domain. The goal is not only to realize useful and usable interfaces that can stand out thanks to the intelligence of their interactivity, but also to create interactive objects that are remarkable by the values they carry out (e.g., hedonism) and by the capacity to generate a good user experience. In this paper, we analyze the transition occurring in the HCI, where one moves from a focus on interface usability on the more including concept of user experience with the interactive object. The idea from now on is to make room to the pleasure of interacting with technology, to intellectual stimulation, to the strength of the flow experience with the activity, to the pride of being successful, to the enrichment due to exchanges with others, to the attachment for the object, and to aesthetics.