The creative mind: myths and mechanisms
The creative mind: myths and mechanisms
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Cognitive engineering principles for enhancing human-computer performance
International Journal of Human-Computer Interaction
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
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
About Face 2.0: The Essentials of Interaction Design
About Face 2.0: The Essentials of Interaction Design
Designing for fun: how can we design user interfaces to be more fun?
interactions - Funology
Computer
Designing Interfaces
The fulfillment of user needs and the course of time in field investigation
CHI '10 Extended Abstracts on Human Factors in Computing Systems
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
PEICS: HCI patterns for the design of interactive systems
Proceedings of the 2nd International Workshop on Pattern-Driven Engineering of Interactive Computing Systems
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The following paper deals with quality properties that extend the traditional understanding of usability with its focus on the pragmatic aspects like efficiency and effectiveness on task performance in the context of business applications. The contribution of the approach is tow folded. First: We show how psychological theories about motivation and creativity can bridge the gap between business goals and users' goals and attitude with interaction design. We introduce an engineering approach that allows to deliberately design for fun/joy in a given business context. Second: We show how to reuse the experience from former or other projects by describing the interaction design as pattern candidates. This approach has been applied successfully many times and we elaborate it in a case study conducted for one of our clients, including an empirical evaluation that shows an improved working behavior and increased user acceptance of the software.