Designing Pleasurable Products: An Introduction to the New Human Factors
By P. Jordan. 2000
1,125 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/1129ba40f0b7a50d7ea7c3f1837bfe23160e5674
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Marc Hassenzahl
- Javier A. Bargas-Avila
- Kasper Hornbæk
- Carine Lallemand
- Ruth Mugge
- Jodi L. Forlizzi
- Noam Tractinsky
- Guillaume Gronier
Citations in the corpus
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “In recent years, human–computer interaction (HCI) has become increasingly interested in designing for enjoyment and motivation (e.g. Blythe, Overbeeke, Monk, & Wright, 2004; Jordan, 2002; Zhang, 2008).”
- Needs, affect, and interactive products - Facets of user experience (2010, background): “Jordan (2000), for example, suggested four distinct ‘‘needs” (he called it ‘‘pleasures”) based on work by Tiger (1992): physio (e.g., touch, taste, smell), socio (e.g., relationship with others, status), psycho (e.g., cognitive and emotional reactions) and ideo needs (e.g., aesthetics, embodied…”
- Understanding experience in interactive systems (2004, background): “The concept of pleasure as the emotional outcome of a product interaction is one that has been discussed in design literature [34].”
- The Interplay of Beauty, Goodness, and Usability in Interactive Products (2004, background): “Nevertheless, in the last 2 decades several attempts were made to incorporate nonutilitarian aspects, such as beauty, enjoyment, or fun, into HCI in general and usability engineering specifically (e.g., Draper, 1999; Gaver & Martin, 2000; Hassenzahl, 2002; Jordan, 2000; Monk & Frohlich, 1999).”
- Aesthetic interaction: a pragmatist's aesthetics of interactive systems (2004, unknown): “[21]).”
- From game design elements to gamefulness: defining "gamification" (2011, background): “With the expansion and maturation of the field and the rise of user experience as a profession, more researchers began to study such “hedonic attributes” [34] or “motivational affordances” [69] of “pleasurable products” [40], dubbing the field “‘funology’ – the science of enjoyable technology” [8], ”
- User experience - a research agenda (2006, background): “Are needs equally important, do they form a hierarchy (as suggested by Jordan 2000) or rather a particular, context-dependent prioritisation (Shel-don et al .”
- Product attachment and replacement: implications for sustainable design (2014, unknown): “These findings relate to Jordan’s (2000) design criteria for creating pleasurable products, in which the materials and surface finish of a product play an important role in the pleasurable experience of use.”
- Old wine in new bottles or novel challenges: a critical analysis of empirical studies of user experience (2011, background): “Initial UX research departed from a stated dissatisfaction with removing usability problems and improving task completion time [26, 40].”
- User experience: A concept without consensus? Exploring practitioners' perspectives through an international survey (2015, background): “Finally, emotional design (Jordan, 2002; Norman, 2004) has helped to formalize the link between UX and emotion generation.”
- Emotional design (2004, background): “104-105 "The book Emotional Branding" (Gobe, 2001) 105 "Patrick Jordan builds on the work of Lionel Tiger" (Jordan, 2000; Tiger, 1992) 108 "He picked up the hammer and ate it.”
- Furniture Forms and Their Influence on Our Emotional Responses Toward Interior Environments (2012, background): “Scholars (e.g., Jordan, 2000; Norman, 2002) claimed that users expect more than usability and functionality from a product.”
- Consumer-product attachment: Measurement and design implications (2008, background): “In contrast to previous work in which the spiritual meaning of products was found to be important (Hirschman & LaBarbera, 1990; Mehta & Belk, 1991), we found no effect of life vision on attachment.”
- Emotional bonding with personalised products (2009, background): “Accordingly, emotional responses to products can be a decisive factor in purchase decisions (Jordan 2000, Desmet 2002, Norman 2004).”