Understanding computers and cognition
Understanding computers and cognition
Designing information technology in the postmodern age: from method to metaphor
Designing information technology in the postmodern age: from method to metaphor
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Technoromanticism: digital narrative, holism, and the romance of the real
Technoromanticism: digital narrative, holism, and the romance of the real
Exploring the embodied-mind approach to user experience
Proceedings of the second Nordic conference on Human-computer interaction
What we talk about when we talk about context
Personal and Ubiquitous Computing
Theoretical foundations for experiential systems design
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
Capturing experience: a matter of contextualising events
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
Designing for fun: how can we design user interfaces to be more fun?
interactions - Funology
Technology as Experience
Presence: Teleoperators and Virtual Environments
Beings in the game-world: characters, avatars, and players
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Being-with: A study of familiarity
Interacting with Computers
Human-Computer Interaction
Understanding, scoping and defining user experience: a survey approach
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability, playability, and long-term engagement in computer games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Everyday coping: the appropriation of technology
Proceedings of the 29th Annual European Conference on Cognitive Ergonomics
Hi-index | 0.00 |
Motivation -- Definitions and theories of user experience are vague and conflicting. This paper suggests that an account based on engagement is a more useful approach. Research approach -- An account of engagement is presented which is based on an ontological description of everyday experience. Findings/Design -- The account has three distinct but closely related components. Firstly we see engagement as being positive (we characterize interaction as being re-active) and exploratory: it is this exploration which creates a 'space' in which engagement occurs. What we reveal in this space are the affordances of the artefact which we subsequently exploit. We engage with something and continue to do so because we enjoy doing so -- thus affect has an important role in engagement. Finally, we engage with technology because it allows us to achieve our purposes and these purposes are a reciprocal expression of ourselves. Research limitations/Implications -- Future work will add empirical support to the theoretically-based account. Originality/Value -- The work contributes to the understanding of how to design engaging user experiences. Take away message -- An ontologically-based account of engagement may be more tractable than the many more expansive accounts of user experience.