Abstract
Product (and service) designers have long been concerned with the user’s direct experience of their offerings, with ease-of-use often the primary design goal. However, we believe that the indirect experiences evoked by a product are at least as important to many users. For example, a comfortable bicycle seat is valued by most cyclists but the fun of speeding through the open country with good friends is more likely to motivate the purchase of a bicycle in the first place.
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Hull, R., Reid, J. (2018). Designing Engaging Experiences with Children and Artists. In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_30
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DOI: https://doi.org/10.1007/978-3-319-68213-6_30
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