Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Software for use: a practical guide to the models and methods of usage-centered design
Software for use: a practical guide to the models and methods of usage-centered design
The interplay of beauty, goodness, and usability in interactive products
Human-Computer Interaction
Beyond Task Completion in the Workplace: Execute, Engage, Evolve, Expand
Affect and Emotion in Human-Computer Interaction
Aligning business goals and user goals by engineering hedonic quality
Proceedings of the 2nd ACM SIGCHI symposium on Engineering interactive computing 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
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This paper introduces an interaction pattern approach to "engineer" motivation. Its goal is to provide concrete ideas (in the form of patterns) on how to design software that motivates its users to stay on a task. The paper presents an example of a motivating pattern, the Task Status Display (TSD), and its empirical validation. Preliminary results support its motivational effect, thereby lending support to the general notion of building motivation into interactive products for the workplace.