Alternatives: exploring information appliances through conceptual design proposals
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Designing Leisure Applications for the Mundane Car-Commute
Personal and Ubiquitous Computing
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Technology as Experience
User experience (UX): towards an experiential perspective on product quality
Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
Experience Design: Technology for All the Right Reasons
Experience Design: Technology for All the Right Reasons
Make a trip an experience: sharing in-car information with passengers
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Are we there yet? a probing study to inform design for the rear seat of family cars
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Clique Trip: feeling related in different cars
Proceedings of the Designing Interactive Systems Conference
All You Need is Love: Current Strategies of Mediating Intimate Relationships through Technology
ACM Transactions on Computer-Human Interaction (TOCHI)
Become a member of the last gentlemen: designing for prosocial driving
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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Cars play an important role in many individual and social practices, often resulting in positive experiences, such as the freedom of the daily commute, the joys of intensive conversations, or the excitement of a discovered place. In this paper, we use the lens of Experience Design, -- particularly the notion that meaning and positivity is related to the fulfillment of universal psychological needs -- to explore the potential of an experience-oriented approach to design for interactivity in and through cars. Examples of designing for competence, autonomy, relatedness, security, stimulation, and popularity open up a space for novel articulations of cars. We show how each need is already apparent in car-related practices and explore how focusing on a particular need will become apparent in specific conceptual sketches.