ACM Home Page
Please provide us with feedback. Feedback
Magical experiences in interaction design
Full text PdfPdf (228 KB)
Source Designing Pleasurable Products And Interfaces archive
Proceedings of the 2007 conference on Designing pleasurable products and interfaces table of contents
Helsinki, Finland
SESSION: Short papers table of contents
Pages: 108 - 118  
Year of Publication: 2007
ISBN:978-1-59593-942-5
Author
Sam de Jongh Hepworth  IdeaLand, Bang & Olufsen A/S, Struer, Denmark
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 9,   Downloads (12 Months): 83,   Citation Count: 0
Additional Information:

abstract   references   index terms  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1314161.1314171
What is a DOI?

ABSTRACT

This paper is a description of design experiments performed to investigate the use of magical experiences in interaction design of consumer electronics. Magical experiences are usually associated with a passive audience watching a magician, but it is interesting to see if interaction can also be a magical experience. Using inspiration from stage magic, industrial design, the consumer electronics company Bang & Olufsen, and related research in interaction design a set of key topics for developing magical experiences are proposed. The key topics are used to develop three design experiments. The design experiments are tested and the results are analyzed and discussed.


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
Norman, D. A.: Emotional Design. Why we love (or hate) everyday things, Basic Books USA (2004)
 
2
Overbeeke, C. J., Djajadiningrat, J. P., Wensveen, S. A. G., & Hummels, C. C. M.: Neglected aspects of HCI: Fun, beauty and bodily interaction. Full day tutorial at OZCHI, Sydney, Australia (2000)
 
3
Stienstra, M. & Hoonhut, J.: Exploring enjoyability: which factors in a consumer device make the user smile? In Waard, D. de, Brookhuis, K., Sommer, S., and Verwey, W. (Eds.), Human Factors in the Age of Virtual Reality, on the occasion of the Human Factors and Ergonomics Society Europe Chapter Annual Meeting in Dortmund, Germany, October 2002, Maastricht, NL: Shaker Publishing (2003) 341--355.
 
4
 
5
Brandt, E. & Grunnet, C.: Evoking the future: Drama and props in user centered design, PDC 2000. Proceedings of the participatory design conference, New York (2000) 11--20
6
 
7
 
8
 
9