Abstracting Craft: The Practiced Digital Hand
Abstracting Craft: The Practiced Digital Hand
Sustainable interaction design: invention & disposal, renewal & reuse
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Luxury & new luxury, quality & equality
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
SUSTAINABLY OURS: Two digital divides and four perspectives
interactions - Toward a model of innovation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding why we preserve some things and discard others in the context of interaction design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improving with age: designing enduring interactive products
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Mapping the landscape of sustainable HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using design critique as research to link sustainability and interactive technologies
OCSC'07 Proceedings of the 2nd international conference on Online communities and social computing
Inspiring the design of longer-lived electronics through an understanding of personal attachment
Proceedings of the Designing Interactive Systems Conference
From simple pleasure to pleasurable skin: an interactive architectural screen
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
The value of imperfection in industrial product
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
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The paper is an exploration of the concepts of pleasure and dissatisfaction over time, with regard to the design of products. The case is made for a greater understanding of their interrelationships on the part of designers and producers and for analysts and theorists to develop more informed and affective research models and design methods. Shortcomings in the way that products are time-proofed are identified and it is proposed that 'pleasure-over-time' should be extended to parallel and assist in extending the life of products, which should result in more affective design. The primary purpose being to reduce the environmentally destructive effect brought about by the short pleasure/dissatisfaction cycles associated with contemporary, unsustainable patterns of consumption.