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Theories of Experience

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Experience with Technology

Part of the book series: SpringerBriefs in Computer Science ((BRIEFSCOMPUTER))

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Abstract

In order to begin the process of building a theory of UX, this chapter first lays foundations and defines key terms such as user, technology, experience, time and meaning. Specifically, experience is discussed in terms of the different ways that it may be understood, for example, as experience, as an experience, and as co-experience. Also, the notion of time is linked to experience, where time is described as retrospective and introspective time. Furthermore, meaning is explored in its different guises, as well as in relation to categorisation and sorting. The second part of the chapter is concerned with examining three primary ways in which user experience has been categorised and understood: as qualities (e.g. the qualities of a product, context or environment), as consequences (e.g. affect, emotion and pleasure), and as processes (including anticipatory, interpretive, reflective, behavioural, and visceral levels of processing). Finally, a new model for understanding UX is proposed: ICE (Interaction, Construction, and Evaluation).

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al-Azzawi, A. (2014). Theories of Experience. In: Experience with Technology. SpringerBriefs in Computer Science. Springer, London. https://doi.org/10.1007/978-1-4471-5397-9_2

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  • DOI: https://doi.org/10.1007/978-1-4471-5397-9_2

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