Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
Valence method for formative evaluation of user experience
Proceedings of the 8th ACM Conference on Designing Interactive Systems
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
linked.: a relatedness experience for boys
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Understanding experience using dialogical methods: the case of serendipity
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Designing for user experience: academia & industry
CHI '11 Extended Abstracts on Human Factors in Computing Systems
UX research: what theoretical roots do we build on -- if any?
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Using behavioral patterns to assess the interaction of users and product
International Journal of Human-Computer Studies
The measurability and predictability of user experience
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Experience as a starting point of designing transmedia content
Proceddings of the 9th international interactive conference on Interactive television
ACM Transactions on Management Information Systems (TMIS)
The dilemma of the hedonic - Appreciated, but hard to justify
Interacting with Computers
Crafting user experiences by incorporating dramaturgical techniques of storytelling
Procedings of the Second Conference on Creativity and Innovation in Design
Aesthetic intelligence: designing smart and beautiful architectural spaces
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Shape-changing interfaces: a review of the design space and open research questions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theories, methods and case studies of longitudinal HCI research
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Towards a game experience design model centered on participation
CHI '12 Extended Abstracts on Human Factors in Computing Systems
User-Experience from an Inference Perspective
ACM Transactions on Computer-Human Interaction (TOCHI)
Investigating user experience in Second Life for collaborative learning
International Journal of Human-Computer Studies
Psychological needs and virtual worlds: Case Second Life
International Journal of Human-Computer Studies
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
Designing interactive lighting
Proceedings of the Designing Interactive Systems Conference
User perceptions of Wow experiences and design implications for Cloud services
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Proceedings of the 12th Participatory Design Conference: Exploratory Papers, Workshop Descriptions, Industry Cases - Volume 2
Older people's social sharing practices in YouTube through an ethnographical lens
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
AutoNUI: a workshop on automotive natural user interfaces
Proceedings of the 3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications
What fresh media are you looking for?: retrieving media items from multiple social networks
Proceedings of the 2012 international workshop on Socially-aware multimedia
Life story: constructing a memoir writing service
Proceeding of the 16th International Academic MindTrek Conference
All You Need is Love: Current Strategies of Mediating Intimate Relationships through Technology
ACM Transactions on Computer-Human Interaction (TOCHI)
Mo. shared music, shared moment
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
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
Experiences before things: a primer for the (yet) unconvinced
CHI '13 Extended Abstracts on Human Factors in Computing Systems
On top of the user experience wave: how is our work changing?
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Designing for anticipation, confidence, and inspiration
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
The whisper pillow: a study of technology-mediated emotional expression in close relationships
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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
Reflections on experience-driven design: a case study on designing for playful experiences
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
Measurement of momentary user experience in an automotive context
Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
How to design experiences: macro UX versus micro UX approach
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: web, mobile, and product design - Volume Part IV
LemonGrasp: a tool for touch-interaction prototyping
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design