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
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Technology as Experience
Mediating intimacy: designing technologies to support strong-tie relationships
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Choice: abidcating or exercising?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User experience (UX): towards an experiential perspective on product quality
Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine
Understanding, scoping and defining user experience: a survey approach
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Experience Design: Technology for All the Right Reasons
Experience Design: Technology for All the Right Reasons
From product concept to user experience: exploring UX potentials at early product stages
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
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
Design principles for a new generic digital habitat
CHI '11 Extended Abstracts on Human Factors in Computing Systems
The measurability and predictability of user experience
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Idioculture in crowd computing: A focus on group interaction in an event-driven social media system
International Journal of Human-Computer Studies
A user's perspective of design for context-awareness
Proceedings of the 13th international conference on Ubiquitous computing
The dilemma of the hedonic - Appreciated, but hard to justify
Interacting with Computers
I just made love: the system and the subject of experience
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Using think-aloud and psychometrics to explore users' experience with a news Web site
Interacting with Computers
User-Experience from an Inference Perspective
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluating user experience of adaptive digital educational games with Activity Theory
International Journal of Human-Computer Studies
Psychological needs and virtual worlds: Case Second Life
International Journal of Human-Computer Studies
Crafting quality in design: integrity, creativity, and public sensibility
Proceedings of the Designing Interactive Systems Conference
Clique Trip: feeling related in different cars
Proceedings of the Designing Interactive Systems Conference
Designing interaction with media façades: a case study
Proceedings of the Designing Interactive Systems Conference
Memory-storming: externalizing and sharing designers' personal experiences
Proceedings of the Designing Interactive Systems Conference
A cognitive-experiential approach to modelling web navigation
International Journal of Human-Computer Studies
Applying the PLEX framework in designing for playfulness
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Oscillating between extremes: a framework for mapping differing views on User eXperience
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
View from a distance: comparing online and retrospective ux-evaluations
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion
Extracting user experience centered product requirements for mobile social media applications
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion
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
A cooperative in-car game for heterogeneous players
Proceedings of the 3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications
How can usability contribute to user experience?: a study in the domain of e-commerce
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
All You Need is Love: Current Strategies of Mediating Intimate Relationships through Technology
ACM Transactions on Computer-Human Interaction (TOCHI)
Why do I like it?: investigating the product-specificity of user experience
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Experience in serious games: between positive and serious experience
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Personal and Ubiquitous Computing
Web Aesthetics and Usability: An Empirical Study of the Effects of White Space
International Journal of E-Business Research
International Journal of Mobile Human Computer Interaction
International Journal of Virtual and Personal Learning Environments
Emotions, experiences and usability in real-life mobile phone use
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Paperbox: a toolkit for exploring tangible interaction on interactive surfaces
Proceedings of the 9th ACM Conference on Creativity & Cognition
Experiential perspectives on road congestions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
A trip into the countryside: an experience design for explorative car cruises
CHI '13 Extended Abstracts on Human Factors in Computing Systems
LEMtool: measuring emotions in visual interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Analyzing users' narratives to understand experience with interactive products
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lingering serious experience as trigger to raise awareness, encourage reflection and change behavior
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Little backpackers: studying children's psychological needs in an interactive exhibition context
Proceedings of the 12th International Conference on Interaction Design and Children
Exploring relationships between interaction attributes and experience
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
Alternatives: exploring the car's design space from an experience-oriented perspective
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
Proceedings of the 2013 Chilean Conference on Human - Computer Interaction
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale
Computers in Human Behavior
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Subsumed under the umbrella of User Experience (UX), practitioners and academics of Human-Computer Interaction look for ways to broaden their understanding of what constitutes ''pleasurable experiences'' with technology. The present study considered the fulfilment of universal psychological needs, such as competence, relatedness, popularity, stimulation, meaning, security, or autonomy, to be the major source of positive experience with interactive technologies. To explore this, we collected over 500 positive experiences with interactive products (e.g., mobile phones, computers). As expected, we found a clear relationship between need fulfilment and positive affect, with stimulation, relatedness, competence and popularity being especially salient needs. Experiences could be further categorized by the primary need they fulfil, with apparent qualitative differences among some of the categories in terms of the emotions involved. Need fulfilment was clearly linked to hedonic quality perceptions, but not as strongly to pragmatic quality (i.e., perceived usability), which supports the notion of hedonic quality as ''motivator'' and pragmatic quality as ''hygiene factor.'' Whether hedonic quality ratings reflected need fulfilment depended on the belief that the product was responsible for the experience (i.e., attribution).