Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Hedonic and ergonomic quality aspects determine a software's appeal
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Pupil size variation as an indication of affective processing
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Affect: from information to interaction
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Current practice in measuring usability: Challenges to usability studies and research
International Journal of Human-Computer Studies
Real-time estimation of emotional experiences from facial expressions
Interacting with Computers
Measuring emotional valence to understand the user's experience of software
International Journal of Human-Computer Studies
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
Beyond usability: evaluating emotional response as an integral part of the user experience
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
Framing the Context of Use for Mobile HCI
International Journal of Mobile Human Computer Interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Psychological needs and virtual worlds: Case Second Life
International Journal of Human-Computer Studies
All You Need is Love: Current Strategies of Mediating Intimate Relationships through Technology
ACM Transactions on Computer-Human Interaction (TOCHI)
Visualize your spatial experience (VYSE): a method and a case study in an exhibition center
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Analyzing users' narratives to understand experience with interactive products
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Little backpackers: studying children's psychological needs in an interactive exhibition context
Proceedings of the 12th International Conference on Interaction Design and Children
Bringing context-aware access to the web through spoken interaction
Applied Intelligence
Alternatives: exploring the car's design space from an experience-oriented perspective
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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The aim of this research was to study the structure of the most satisfying and unsatisfying user experiences in terms of experienced emotions, psychological needs, and contextual factors. 45 university students wrote descriptions of their most satisfying and unsatisfying recent user experiences and analyzed those experiences using the Positive and Negative Affect Schedule (PANAS) method for experienced emotions, a questionnaire probing the salience of 10 psychological needs, and a self-made set of rating scales for analyzing context. The results suggested that it was possible to capture variations in user experiences in terms of experienced emotions, fulfillment of psychological needs, and context effectively by using psychometric rating scales. The results for emotional experiences showed significant differences in 16 out of 20 PANAS emotions between the most satisfying and unsatisfying experiences. The results for psychological needs indicated that feelings of autonomy and competence emerged as highly salient in the most satisfying experiences and missing in the unsatisfying experiences. High self-esteem was also notably salient in the most satisfying experiences. The qualitative results indicated that most of the participants' free-form qualitative descriptions, especially for the most unsatisfying user experiences, gave important information about the pragmatic aspects of the interaction, but often omitted information about hedonic and social aspects of user experience.