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The serendipity shuffle
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Source OZCHI; Vol. 122 archive
Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future table of contents
Canberra, Australia
SESSION: Short papers table of contents
Pages: 1 - 4  
Year of Publication: 2005
ISBN:1-59593-222-4
Authors
Tuck W Leong  University of Melbourne, Victoria, Australia
Frank Vetere  University of Melbourne, Victoria, Australia
Steve Howard  University of Melbourne, Victoria, Australia
Publisher
Computer-Human Interaction Special Interest Group (CHISIG) of Australia  Narrabundah, Australia, Australia
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Downloads (6 Weeks): 6,   Downloads (12 Months): 66,   Citation Count: 4
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ABSTRACT

Recently, listening to music in shuffle mode has gained a strong following. Analysis of online data about the 'shuffle experience' reveals a range of rich and unusual user-experiences - one in particular is Serendipity. Although serendipity is often imbued with 'magic' or regarded as a product of chance and luck, its effects can be inspirational and transformative. To date, little has been done to understand and characterise this experience. We sketch an initial understanding of serendipitous experience, and position it within a broader view of user experience. We also surface some implications for user-centred design processes.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Apple. (2005). Retrieved 1 July 2005, 2005, from http://www.apple.com/au/ipodshuffle/
 
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Blythe, M. A., Overbeeke, K., Monk, A. F., & Wright, P. C. (2003). Funology: From Usability to Enjoyment (1st ed. Vol. 3): Kluwer Academic Publishers.
 
3
Bowbrick, S. (2002, 31 October 2002). Music is becoming a racket. Retrieved 1 July 2005, 2005, from http://www.guardian.co.uk/arts/netmusic/story/0,13368,993415,00.html
 
4
Bruner, J. (1990). Acts of Meaning. Cambridge: Harvard University Press.
 
5
Bull, M. (2000). Sounding out the City. Oxford: Berg.
 
6
Dunne, A. (1999). Hertzian Tales: Electronic Products, Aesthetic Experience and Critical Design: RCA Computer Related Design Research.
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McCarthy, J., Wright, P., & Meekison, L. (2005). A Practitioner-Centred Assessment of a User-Experience Framework. International Journal of Technology and Human Interaction, 1(2).
 
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Neuman, W. L. (2003). Social Research Methods - Qualitative and Quantitative approaches (5 ed.). Boston: Allyn and Bacon.
 
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Norman, D. A. (2004). Emotional Design: Why We Love (Or Hate) Everyday Things (1st ed.): Basic Books.
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Collaborative Colleagues:
Tuck W Leong: colleagues
Frank Vetere: colleagues
Steve Howard: colleagues