Understanding experience in interactive systems
By Jodi L. Forlizzi, Katja Battarbee. Symposium on Designing Interactive Systems, 2004
1,014 citations recorded by the source corpus.
Understanding experience is a critical issue for a variety of professions, especially design. To understand experience and the user experience that results from interacting with products, designers conduct situated research activities focused on the interactions between people and products, and the experience that results. This paper attempts to clarify experience in interactive systems. We characterize current approaches to experience from a number of disciplines, and present a framework for designing experience for interactive system. We show how the framework can be applied by members of a multidisciplinary team to understand and generate the kinds of interactions and experiences new product and system designs might offer.
Subfields: Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/b28198864161bcf188f6434c8462d0aad95371d6
How researchers see this paper
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In Human-Computer Interaction
- Kasper Hornbæk
- Javier A. Bargas-Avila
- Marc Hassenzahl
- Jodi L. Forlizzi
- John Zimmerman
- Christoph Bartneck
- Erik Stolterman
- Noam Tractinsky
Citations in the corpus
- User experience, satisfaction, and continual usage intention of IT (2010, background): “As user experience is a vague term and concerns all aspects of how people use an interactive technology (Alben, 1996), there is a lack of a good definition for user experience (Forlizzi & Battarbee, 2004) in the literature.”
- Needs, affect, and interactive products - Facets of user experience (2010, background): “Emotions have a multitude of functions in the context of interaction, ranging from shaping the interaction itself to the evaluation and communication about product use (Forlizzi and Battarbee, 2004). And also Kahneman’s (1999) notion of a ‘‘continuous commentary” refers to the pleasure and pain felt”
- User experience over time: an initial framework (2009, background): “For instance, does the distribution between unconscious and cognitive experiences remain stable over time or do cognitive experiences reduce as users’ familiarity increases [8]? Next, what motivates the process of lifting up experiences and communicating them in social contexts? Do these underlying ”
- A design-centred framework for social human-robot interaction (2004, methodology): “Our framework takes a design-centered perspective, viewing social robots as products that facilitate co-experience and social interaction (Forlizzi & Battarbee, 2004).”
- User experience - a research agenda (2006, background): “The term ‘user experience’ is associated with a wide variety of meanings (Forlizzi and Battarbee 2004), ranging from traditional usability to beauty, hedonic, affective or experiential aspects of technology use.”
- Peer and self assessment in massive online classes (2013, background): “Criteria for good design are often not explicitly defined [Forlizzi and Battarbee 2004].”
- Co-experience: user experience as interaction (2005, background): “…model for co-experience uses these meanings to explain how experiences migrate between the different levels of Forlizzi and Ford’s model (for an elaboration, see Forlizzi and Battarbee 2004)—from the centre of attention to the periphery or into stories and acts of personalisation and back again.”
- Experience, Emotion, and Eudaimonia: A Consideration of Tourist Experiences and Well-being (2017, background): “…to war sites or concentration camps or other activities, where people willingly experience negative emotions, such as hardship during a hiking trip (Forlizzi and Battarbee 2004), point to the complexity of emotions in the context of tourism and “challenges the idea that we can equate tourists with…”
- Old wine in new bottles or novel challenges: a critical analysis of empirical studies of user experience (2011, background): “Also, key publications in UX such as Forlizzi & Batterbee’s framework [12] or Hassenzahl & Tractinsky’s research agenda [29] use this expression.”
- Somaesthetic Appreciation Design (2016, background): “Co-experiencing [7], acting together, pulls the participants into the experience unfolding together with the system.”
- An analysis and critique of Research through Design: towards a formalization of a research approach (2010, background): “Some of the examples of theory for design that were mentioned in the interviews include the many frameworks of experience and co-experience which emerged about ten years ago as the HCI community became interested in user experience with products (see [13] for an overview).”
- User experience (UX): towards an experiential perspective on product quality (2008, background): “Experience itself is an ongoing reflection on events, we currently go through or as Forlizzi and Battarbee [ 6 ] put it: a constant stream of self-talk.”