Touch me, hit me and I know how you feel: a design approach to emotionally rich interaction
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Interaction relabelling and extreme characters: methods for exploring aesthetic interactions
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Lingua Francas for design: sacred places and pattern languages
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
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
The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience
Development and evaluation of emerging design patterns for ubiquitous computing
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Funology
Designing worth is worth designing
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Finding patterns in the fieldwork
ECSCW'01 Proceedings of the seventh conference on European Conference on Computer Supported Cooperative Work
The resourcefulness of everyday design
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
Reverse alarm clock: a research through design example of designing for the self
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Smart bag: managing home and raising children
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Shared moments: opportunities for mobile phones in religious participation
Proceedings of the 2007 conference on Designing for User eXperiences
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
Rapidly exploring application design through speed dating
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Principles of smart home control
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Investigating the opportunity for a smart activity bag
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for dynamic family structures: divorced families and interactive systems
Proceedings of the 8th ACM Conference on Designing Interactive Systems
An analysis and critique of Research through Design: towards a formalization of a research approach
Proceedings of the 8th ACM Conference on Designing Interactive Systems
User experience (UX) patterns for audio-visual networked applications: inspirations for design
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Exploring playfulness in user experience of personal mobile products
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Lovers' box: Designing for reflection within romantic relationships
International Journal of Human-Computer Studies
What drives customization?: control or identity?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Teenagers and their virtual possessions: design opportunities and issues
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Homeless young people and living with personal digital artifacts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Self-evidence: applying somatic connoisseurship to experience design
CHI '11 Extended Abstracts on Human Factors in Computing Systems
With a little help from a friend: a shower calendar to save water
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Design your room: adding virtual objects to a real indoor scenario
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Tech break up: a research method for understanding people's attachment to their technology
C&C '11 Proceedings of the 8th ACM conference on Creativity and cognition
A transformational product to improve self-control strength: the chocolate machine
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What should we expect from research through design?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Crafting quality in design: integrity, creativity, and public sensibility
Proceedings of the Designing Interactive Systems Conference
iSpace: interactivity expression for self-expression in an online communication environment
Proceedings of the Designing Interactive Systems Conference
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Slow design for meaningful interactions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Look what i found!: augmenting phone calls with memories of the past
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Pattern language and HCI: expectations and experiences
CHI '13 Extended Abstracts on Human Factors in Computing Systems
A mixed-method approach to evoke creative and holistic thinking about robots in a home environment
Proceedings of the 2014 ACM/IEEE international conference on Human-robot interaction
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Product attachment theory describes how people learn to love certain possessions through a process of meaning making. It provides a rich and as yet untapped source of inspiration for driving the practice of experience design. However, there are currently no guidelines that describe how to apply this theory in design practice. Taking a research through design approach, I made many different products with the goal of helping people become the person they desire to be through their product interactions. Then, in order to better understand how the different design teams applied attachment theory, I created a set of design patterns that document the application of product attachment theory to the interaction design of each product. I clustered the patterns based on similarities across the different artifacts, and this produced six framing constructs, which work as specific perspectives designers can take when applying product attachment theory in an experience design project.