000 04917nam a2200565 i 4500
001 6813094
003 IEEE
005 20200413152857.0
006 m eo d
007 cr cn |||m|||a
008 100307s2010 caua foab 000 0 eng d
020 _a9781608450480 (electronic bk.)
020 _z9781608450473 (pbk.)
024 7 _a10.2200/S00261ED1V01Y201003HCI008
_2doi
035 _a(CaBNVSL)gtp00538729
035 _a(OCoLC)599861332
040 _aCaBNVSL
_cCaBNVSL
_dCaBNVSL
050 4 _aQA76.9.H85
_bH274 2010
082 0 4 _a004.019
_222
100 1 _aHassenzahl, Marc.
245 1 0 _aExperience design
_h[electronic resource] :
_btechnology for all the right reasons /
_cMarc Hassenzahl.
260 _aSan Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) :
_bMorgan & Claypool Publishers,
_cc2010.
300 _a1 electronic text (viii, 85 p. : ill.) :
_bdigital file.
490 1 _aSynthesis lectures on human-centered informatics,
_x1946-7699 ;
_v# 8
538 _aMode of access: World Wide Web.
538 _aSystem requirements: Adobe Acrobat reader.
500 _aPart of: Synthesis digital library of engineering and computer science.
500 _aSeries from website.
504 _aIncludes bibliographical references (p. 77-84).
505 0 _a1. Follow me! -- A first glance on experience -- A note on the uniqueness and irreducibility of experience -- Experience from a design perspective -- Experience as emergent, yet shapeable -- Essence of the chapter --
505 8 _a2. Crucial properties of experience -- Subjective (versus objective) -- Holistic (versus instrumental) -- Situated (versus abstract) -- Dynamic (versus static) -- And finally, positive (aka worthwhile) -- Essence of the chapter --
505 8 _a3. Three good reasons to consider experience -- Experiences are self-defining -- Experiences make us happier -- Experiences motivate -- The essence of the chapter --
505 8 _a4. A model of experience -- Motives and action -- Categories of needs equals categories of experiences -- From needs to products -- Pragmatic versus hedonic: what is more important -- Do needs have different priorities -- A brief note on evaluation -- The essence of the chapter --
505 8 _a5. Reflections on experience design -- Our Menschenbild -- Normative powers of design -- Experience before product -- Bridging the gap between experiences, needs, and products -- Theory-inspired design -- The essence of the chapter -- Bibliography -- Author's biography.
506 1 _aAbstract freely available; full-text restricted to subscribers or individual document purchasers.
510 0 _aCompendex
510 0 _aINSPEC
510 0 _aGoogle scholar
510 0 _aGoogle book search
520 3 _aIn his In the blink of an eye, Walter Murch, the Oscar-awarded editor of the English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six--six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story--it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies--the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes.
530 _aAlso available in print.
588 _aTitle from PDF t.p. (viewed on March 7, 2010).
650 0 _aUser-centered system design.
650 0 _aHuman-computer interaction.
650 0 _aWeb sites
_xDesign.
650 0 _aWeb site development.
730 0 _aSynthesis digital library of engineering and computer science.
830 0 _aSynthesis lectures on human-centered informatics,
_x1946-7699 ;
_v# 8.
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/servlet/opac?bknumber=6813094
999 _c561744
_d561744