Skip to main content

The Thing and I (Summer of ’17 Remix)

  • Chapter
  • First Online:
Funology 2

Part of the book series: Human–Computer Interaction Series ((HCIS))

Abstract

More than 25 years ago, the Human-Computer Interaction (HCI) community found an interest in what was at that time considered a slightly esoteric concept: user experience (UX). Up to then, effective and efficient goal achievement had been HCI’s prime objective and HCI experts mocked apparent follies of designers committed in the name of aesthetics. But doubts crept in. There were so many examples of more mature, consumer-oriented technologies, such as automobiles, which had to be usable and at the same time beautiful, exciting and ever new. In fact, already in 1998, Apple had been successful with an unusual consumer-oriented industrial design for a computer, the colorful iMac G3 s. The “experiential” made its appearance.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 44.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 59.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 59.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Apter MJ (1989) Reversal theory: motivation, emotion and personality. Routledge, London

    Google Scholar 

  • Calvo RA, Peters D (2014) Positive computing: technology for wellbeing and human potential [Kindle Edition]. MIT Press, Cambridge

    Google Scholar 

  • Carroll JM, Thomas JMC (1988) Fun. ACM SIGCHI Bull 19(3):21–24

    Article  Google Scholar 

  • Carver CS, Scheier MF (1998) On the self-regulation of behavior. Cambridge University Press, Cambridge

    Google Scholar 

  • Deci EL, Ryan R (2000) The “What” and “Why” of goal pursuits: human needs and the self-determination of behavior. Psychol Inq 11(4):227–268

    Article  Google Scholar 

  • Desmet PMA, Pohlmeyer AE (2013) Positive design: an introduction to design for subjective well-being. Int J Des 7(3):5–19

    Google Scholar 

  • Diefenbach S, Kolb N, Hassenzahl M (2014) The “Hedonic” in human-computer interaction: history, contributions, and future research directions. In: Proceedings of the 2014 conference on designing interactive systems—DIS 14. ACM Press, NY, pp 305–314

    Google Scholar 

  • Diefenbach S, Hassenzahl M, Eckoldt K, Hartung L, Lenz E, Laschke M (2017) Designing for well-being: a case study of keeping small secrets. J Positive Psychol 12(2):151–158

    Article  Google Scholar 

  • Diener E, Oishi S, Lucas R (2009) Subjective well-being: the science of happiness and life satisfaction. In: Lopez SJ, Snyder CR (eds) Oxford handbook of positive psychology, 2nd edn. Oxford University Press, Oxford, pp 187–194

    Google Scholar 

  • Draper SW (1999) Analysing fun as a candidate software requirement. Pers Ubiquit Comput 3(3):117–122

    Google Scholar 

  • Eckoldt K, Hassenzahl M, Laschke M, Knobel M (2013) Alternatives: exploring the car’s design space from an experience-oriented perspective. In: Proceedings of the 6th international conference on designing pleasurable products and interfacesDPPI’13. ACM Press, NY, pp 156–164

    Google Scholar 

  • Fokkinga S, Desmet P (2014) Reversal theory from a design perspective. J Motiv Emot Pers 2(2):12–26

    Google Scholar 

  • Gaver B, Martin H (2000) Alternatives: exploring information appliances through conceptual design proposals. In: Proceedings of the SIGCHI conference on human factors in computing systems—CHI 00. ACM Press, NY, pp 209–216

    Google Scholar 

  • Harbich S, Hassenzahl M (2017) User experience in the work domain: a longitudinal field study. Interact Comput 29(3):306–324

    Google Scholar 

  • Hassenzahl M (2001) The Effect of Perceived Hedonic Quality on Product Appealingness. Int J Hum Comput Interac 13(4):481–499

    Article  Google Scholar 

  • Hassenzahl M (2003) The thing and I: understanding the relationship between user and product. In: Blythe M, Overbeeke C, Monk AF, Wright PC (eds) Funology: from usability to enjoyment. Kluwer Academic Publishers, Dordrecht, pp 31–42

    Chapter  Google Scholar 

  • Hassenzahl M (2008) User experience (UX): towards an experiential perspective on product quality. In: Proceedings of the 20th international conference of the association francophone d’interaction home-machine. ACM Press, NY, pp 11–15

    Google Scholar 

  • Hassenzahl M (2010) Experience design: technology for all the right reasons. Morgan & Claypool, USA

    Article  Google Scholar 

  • Hassenzahl M, Monk A (2010) The inference of perceived usability from beauty. Hum Comput Interact 25(3):235–260

    Article  Google Scholar 

  • Hassenzahl M, Ullrich D (2007) To do or not to do: differences in user experience and retrospective judgments depending on the presence or absence of instrumental goals. Interact Comput 19(4):429–437

    Article  Google Scholar 

  • Hassenzahl M, Platz A, Burmester M, Lehner K (2000) Hedonic and ergonomic quality aspects determine a software’s appeal. In: Proceedings of the SIGCHI conference on human factors in computing systems—CHI 00. ACM Press, NY, pp 201–208

    Google Scholar 

  • Hassenzahl M, Kekez R, Burmester M (2002) The importance of a software’s pragmatic quality depends on usage modes. In: Proceedings of the 6th international conference on work with display units—WWDU 2002, pp 275–276

    Google Scholar 

  • Hassenzahl M, Burmester M, Koller F (2003) AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In: Mensch & Computer 2003. Teubner, Stuttgart, pp 187–196

    Google Scholar 

  • Hassenzahl M, Schöbel M, Trautmann T (2008) How motivational orientation influences the evaluation and choice of hedonic and pragmatic interactive products: the role of regulatory focus. Interact Comput 20(4–5):473–479

    Article  Google Scholar 

  • Hassenzahl M, Diefenbach S, Göritz A (2010) Needs, affect, and interactive products—facets of user experience. Interact Comput 22(5):353–362

    Article  Google Scholar 

  • Hassenzahl M, Eckoldt K, Diefenbach S, Laschke M, Lenz E, Kim J (2013) Designing moments of meaning and pleasure. Experience design and happiness. Int J Des 7(3):21–31

    Google Scholar 

  • Hassenzahl M, Wiklund-Engblom A, Bengs A, Hägglund S, Diefenbach S (2015) Experience-oriented and product-oriented evaluation: psychological need fulfillment, positive affect, and product perception. Int J Hum Comput Interact 31(8):530–544

    Article  Google Scholar 

  • Janlert L-E, Stolterman E (1997) The character of things. Des Stud 18(3):297–314

    Article  Google Scholar 

  • Jordan P (2000) Designing pleasurable products. An introduction to the new human factors. Taylor & Francis, London

    Book  Google Scholar 

  • Kaptelinin V, Bannon LJ (2012) Interaction design beyond the product: creating technology-enhanced activity spaces. Hum Comput Interact 27(3):277–309

    Google Scholar 

  • Kaptelinin V, Nardi BA (2006) Acting with technology. Activity theory and interaction design. MIT Press, Cambridge

    Google Scholar 

  • Karapanos E, Zimmerman J, Forlizzi J, Martens J (2009) User experience over time: an initial framework. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM Press, NY, pp 729–738

    Google Scholar 

  • Karapanos E, Martens J-B, Hassenzahl M (2012) Reconstructing experiences with iScale. Int J Hum Comput Stud 70(11):849–865

    Article  Google Scholar 

  • Karapanos E, Gouveia R, Hassenzahl M, Forlizzi J (2016a) Wellbeing in the making: peoples’ experiences with wearable activity trackers. Psychol Theory Res Pract 6(4). http://doi.org/10.1186/s13612-016-0042-6

  • Karapanos E, Teixeira P, Gouveia R (2016b) Need fulfillment and experiences on social media: a case on Facebook and WhatsApp. Comput Hum Behav 55(Feb):888–897

    Article  Google Scholar 

  • Klapperich H, Hassenzahl M (2016) Hotzenplotz: reconciling automation with experience. In: Proceedings of the Nordic conference on human-computer interaction—NordiCHI 16 (Article 39). ACM Press, NY

    Google Scholar 

  • Knobel M, Hassenzahl M, Lamara M, Sattler T, Schumann J, Eckoldt K, Butz A (2012) Clique trip: feeling related in different cars. In Proceedings of the 9th ACM conference on designing interactive systems—DIS 12. ACM Press, NY, pp 29–37

    Google Scholar 

  • Laschke M, Hassenzahl M, Mehnert K (2010) Linked—A relatedness experience for boys. In: Proceedings of the 6th Nordic conference on human-computer interaction—NordiCHI 10. ACM Press, NY, pp 839–844

    Google Scholar 

  • Law E, Roto V, Hassenzahl M, Vermeeren A, Korte J (2009) Understanding, scoping and defining user experience: a survey approach. In: Proceedings of the SIGCHI conference on human factors in computing systems—CHI 09. ACM Press, NY, pp 719–728

    Google Scholar 

  • Lenz E, Diefenbach S, Hassenzahl M (2013) Exploring relationships between interaction attributes and experience. In: Proceedings of the 6th international conference on designing pleasurable products and interfaces—DPPI’13. ACM Press, pp 126–135

    Google Scholar 

  • Lenz E, Hassenzahl M, Adamow W, Beedgen P, Kohler K, Schneider T (2016) Four stories about feeling close over a distance. In: Proceedings of the tenth international conference on tangible, embedded, and embodied interaction—TEI 16. ACM Press, NY, pp 494–499

    Google Scholar 

  • Lenz E, Hassenzahl M, Diefenbach S (2017) Aesthetic interaction as fit between interaction attributes and experiential qualities. New Ideas Psychol 47:80–90

    Article  Google Scholar 

  • Logan RJ (1994) Behavioral and emotional usability: Thomson consumer electronics. In: Wiklund M (ed) Usability in practice. Academic Press, London

    Google Scholar 

  • Lyubomirsky S, Sheldon KM, Schkade D (2005) Pursuing happiness: the architecture of sustainable change. Rev Gen Psychol 9(2):111–131

    Article  Google Scholar 

  • Maslow AH (1954) Motivation and personality. Harper & Row, NY

    Google Scholar 

  • McCarthy J, Wright P (2004) Technology as experience. MIT Press, Cambridge

    Article  Google Scholar 

  • Partala T (2011) Psychological needs and virtual worlds: case second life. Int J Hum Comput Stud 69(12):787–800

    Article  Google Scholar 

  • Partala T, Kallinen A (2012) Understanding the most satisfying and unsatisfying user experiences: emotions, psychological needs, and context. Interact Comput 24(1):25–34

    Article  Google Scholar 

  • Partala T, Kujala S (2016) Exploring the role of ten universal values in using products and services. Interact Comput 28(3):311–331

    Article  Google Scholar 

  • Pine BJ, Gilmore JH (1999) The experience economy: work is theatre & every business a stage. Harvard Business School Press, Cambridge

    Google Scholar 

  • Reckwitz A (2002) Toward a theory of social practices: a development in culturalist theorizing. Eur J Soc Theory 5(2):243–263

    Article  Google Scholar 

  • Reiss S (2004) Multifaceted nature of intrinsic motivation: the theory of 16 basic desires. Rev Gen Psychol 8(3):179–193

    Article  Google Scholar 

  • Schmitt BH (1999) Experiential marketing. Free Press, NY

    Article  Google Scholar 

  • Schulze G (1992) Die Erlebnisgesellschaft: Kultursoziologie der Gegenwart. Campus

    Google Scholar 

  • Schwartz SH, Bilsky W (1987) Toward a universal psychological structure of human values. J Pers Soc Psychol 53(3):550–562

    Article  Google Scholar 

  • Sheldon KM, Elliot AJ, Kim Y, Kasser T (2001) What is satisfying about satisfying events? Testing 10 candidate psychological needs. J Pers Soc Psychol 80(2):325–339

    Article  Google Scholar 

  • van Mensvoort K (2017) Letter to humanity. Retrieved 28 Apr 2017, from https://www.nextnature.net/2017/04/letter-to-humanity/

  • van Schaik P, Ling J (2011) An integrated model of interaction experience for information retrieval in a web-based encyclopaedia. Interact Comput 23(1):18–32

    Article  Google Scholar 

Download references

Acknowledgements

While I chose to write this chapter from a personal perspective, I am of course indebted to many colleagues, students and friends, who inspired me. My work is certainly the result of many hours of personal conversations, reading impressive papers and being involved in concrete design work. I nevertheless like to especially thank all current and past members of my work group: Sarah Diefenbach, Judith Dörrenbächer, Kai Eckoldt, Stefanie Heidecker, Anne Karrenbrock, Holger Klapperich, Matthias Laschke, Eva Lenz, Thies Schneider, Alarith Uhde, Julika Welge und Tim Zum Hoff. Their work was and is essential.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Marc Hassenzahl .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Hassenzahl, M. (2018). The Thing and I (Summer of ’17 Remix). In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-68213-6_2

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-68212-9

  • Online ISBN: 978-3-319-68213-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics