interactions
Age-old practices in the 'new world': a study of gift-giving between teenage mobile phone users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
Italy: stereotypes, true and false
Perpetual contact
Hyper-coordination via mobile phones in Norway
Perpetual contact
Mobile culture of children and teenagers in Finland
Perpetual contact
The Elements of User Experience: User-Centered Design for the Web
The Elements of User Experience: User-Centered Design for the Web
Technology as Experience
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Funology
The enchantments of technology
Funology
Proceedings of the international conference on Advances in computer entertainment technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Choice: abidcating or exercising?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making user engagement visible: a multimodal strategy for interactive media experience research
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Alien presence in the home: the design of Tableau Machine
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
The enchanting potential of technology: a dialogical case study of enchantment and the Internet
Personal and Ubiquitous Computing
Technology scruples: why intimidation will not save the recording industry and how enchantment might
Personal and Ubiquitous Computing
A designerly critique on enchantment
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Sites of flux: imagining space in the dance-architectures of The Changing Room and Sea Unsea
Personal and Ubiquitous Computing
Peephole experiences: field experiments with mixed reality hydroscopes in a marine center
Proceedings of the 2007 conference on Designing for User eXperiences
Proceedings of the 7th ACM conference on Designing interactive systems
Interfaces with the ineffable: Meeting aesthetic experience on its own terms
ACM Transactions on Computer-Human Interaction (TOCHI)
Aesthetics and experience-centered design
ACM Transactions on Computer-Human Interaction (TOCHI)
Visualizing real-time language-based feedback on teamwork behavior in computer-mediated groups
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 11th international conference on Ubiquitous computing
SKIN: designing aesthetic interactive surfaces
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Swing that thing: moving to move
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Pursuing genius loci: interaction design and natural places
Personal and Ubiquitous Computing
CO2nfession: engaging with values through urban conversations
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Doing things backwards: the OWL project
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Analysis of precedent designs: competitive analysis meets genre analysis
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Lovers' box: Designing for reflection within romantic relationships
International Journal of Human-Computer Studies
The affective experience of handling digital fabrics: tactile and visual cross-modal effects
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
My grandfather's iPod: an investigation of emotional attachment to digital and non-digital artefacts
Proceedings of the 29th Annual European Conference on Cognitive Ergonomics
Experiencing coincidence during digital music listening
ACM Transactions on Computer-Human Interaction (TOCHI)
Investigating narrative and performative sound design strategies for interactive commodities
CMMR/ICAD'09 Proceedings of the 6th international conference on Auditory Display
Foci and blind spots in user experience research
interactions
Experience in serious games: between positive and serious experience
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Illumee: aesthetic light bracelet as a wearable information display for everyday life
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Understanding 'tingle' in opera performances
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.