Bad Essen, Germany

Folkwang University of the Arts
Bad Essen, Germany

The Folkwang University of the Arts is a German university for music, theater, dance, design, and academic studies. Since 1927, its traditional main location has been in the former Werden Abbey in Essen in the Ruhr Area, with additional facilities in Duisburg, Bochum, and Dortmund, and since 2010 at the Zeche Zollverein, a World Heritage Site. The Folkwang University is home to the international dance company Folkwang Tanz Studio . Founded as Folkwangschule, its name was Folkwang Hochschule from 1963 until 2009. Wikipedia.

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Harbich S.,Siemens AG | Hassenzahl M.,Folkwang University of the Arts
Interacting with Computers | Year: 2017

Of the many concepts of user experience (UX), only a few address UX in the work domain. In addition, while most underline the dynamic nature of UX, not many studies take an explicit longitudinal approach. This article presents data about how the UX of work-related interactive systems changed over the course of 13 weeks. Specifically, we studied the change in four groups of behaviors-execute, evolve, expand and engage-which we deem important for goal achievement. We examined the impact of user attributes (playfulness, computer expertise) as well as product attributes (pragmatic quality, hedonic quality). Multilevel analysis (MLA) provided the methodological frame for the statistical analysis. Since MLA is rather uncommon in human-computer interaction, we thoroughly discuss it and clarify its advantages over repeated-measures analysis of variance. Our study verified that time is an important predictor, confirming that UX (i.e. particular goal achievement-related behaviors and the perception of product attributes) changes over time. The pattern of change differed among participants in terms of rate and direction of change, and those differences even increased over the course of our study. Product attributes influenced change considerably, while playfulness had an impact on engaging behavior in the sense that more playful participants lost interest even faster. © 2016 The Author.

Diefenbach S.,Folkwang University of the Arts | Ullrich D.,TU Darmstadt
Interacting with Computers | Year: 2015

Research into intuitive interaction often builds on the development of a definition and clear-cut criteria. The present paper suggests an alternative, more phenomenological approach. In line with the User Experience perspective, we focus on the experiential phenomenon and subjective feelings related to intuitive interaction. Our analysis makes use of insights from psychological research on intuitive decision-making and user research in Human-Computer Interaction. As a result, we suggest four components of intuitive interaction (Gut Feeling, Verbalizability, Effortlessness, Magical Experience) and a research framework of relevant influencing factors. Given that intuitive interaction relies on the transfer of previously acquired knowledge, one suggested influencing factor is the domain transfer distance, i.e. the distance between the application domain and the source domain of transferred prior knowledge. Our theoretical model assumes a differential effect of the domain transfer distance on the four components of intuitive interaction. An empirical study ($n = 152$) substantiates the suggested components and theoretical considerations on the special effect of the domain transfer distance. As assumed, Gut Feeling, Verbalizability, Effortlessness and Magical Experience were all relevant for participants' subjective understanding of intuitive interaction. In line with our model of domain transfer distance, usage scenarios with higher transfer distance were perceived as better representatives of intuitive interaction and characterized by Gut Feeling/Magical Experience, whereas lower transfer distance scenarios were characterized by Verbalizability/Effortlessness. The present paper offers a number of contributions for research and design. Besides providing a better understanding of the phenomenon of intuitive interaction and underlying mechanisms, we discuss how design can profit from these insights (e.g. specification of the desired experience, design for innovation). Limitations of the present study and implications for future research are discussed. © The Author 2015. Published by Oxford University Press on behalf of The British Computer Society.

Diefenbach S.,Folkwang University of the Arts | Kolb N.,TU Darmstadt | Hassenzahl M.,Folkwang University of the Arts
Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS | Year: 2014

Over the recent years, the notion of a non-instrumental, hedonic quality of interactive products received growing interest. Based on a review of 151 publications, we summarize more than ten years research on the hedonic to provide an overview of definitions, assessment tools, antecedents, consequences, and correlates. We highlight a number of contributions, such as introducing experiential value to the practice of technology design and a better prediction of overall quality judgments and product acceptance. In addition, we suggest a number of areas for future research, such as providing richer, more nuanced models and tools for quantitative and qualitative analysis, more research on the consequences of using hedonic products and a better understanding of when the hedonic plays a role and when not. Copyright © 2014 ACM.

Hassenzahl M.,Folkwang University of the Arts | Heidecker S.,Folkwang University of the Arts | Eckoldt K.,Folkwang University of the Arts | Diefenbach S.,Folkwang University of the Arts | Hillmann U.,Telekom Innovation Laboratories
ACM Transactions on Computer-Human Interaction | Year: 2012

A wealth of evidence suggests that love, closeness, and intimacy-in short relatedness-are important for people's psychological well-being. Nowadays, however, couples are often forced to live apart. Accordingly, there has been a growing and flourishing interest in designing technologies that mediate (and create) a feeling of relatedness when being separated, beyond the explicit verbal communication and simple emoticons available technologies offer. This article provides a review of 143 published artifacts (i.e., design concepts, technologies). Based on this, we present six strategies used by designers/researchers to create a relatedness experience: Awareness, expressivity, physicalness, gift giving, joint action, and memories. We understand those strategies as starting points for the experience-oriented design of technology. © 2012 ACM.

Karapanos E.,Madeira Interactive Technologies Institute | Martens J.-B.,TU Eindhoven | Hassenzahl M.,Folkwang University of the Arts
International Journal of Human Computer Studies | Year: 2012

We present iScale, a survey tool for the retrospective elicitation of longitudinal user experience data. iScale aims to minimize retrospection bias and employs graphing to impose a process during the reconstruction of ones experiences. Two versions, the constructive and the value-account iScale, were motivated by two distinct theories on how people reconstruct emotional experiences from memory. These two versions were tested in two separate studies. Study 1 aimed at providing qualitative insight into the use of iScale and compared its performance to that of free-hand graphing. Study 2 compared the two versions of iScale to free recall, a control condition that does not impose structure on the reconstruction process. Overall, iScale resulted in an increase in the amount, the richness, and the test-retest consistency of recalled information as compared to free recall. These results provide support for the viability of retrospective techniques as a cost-effective alternative to longitudinal studies. © 2012 Elsevier Ltd All rights reserved.

Karapanos E.,Madeira Interactive Technologies Institute | Jain J.,Google | Hassenzahl M.,Folkwang University of the Arts
Conference on Human Factors in Computing Systems - Proceedings | Year: 2012

The interest in longitudinal studies of users' experiences and behaviors with interactive products is mounting, while recent methodological advances have enabled new ways to elicit as well as process longitudinal data. With this workshop we want to establish a forum for the exchange of knowledge and discussion on novel theories, methods and experiences gained through case studies of longitudinal HCI research. This is an effort towards the collection of best practices for an edited book publication. © 2012 Authors.

Harbich S.,Siemens AG | Hassenzahl M.,Folkwang University of the Arts
International Journal of Human Computer Studies | Year: 2011

We hypothesized that users show different behavioral patterns at work when using interactive products, namely execute, engage, evolve and expand. These patterns refer to task accomplishment, persistence, task modification and creation of new tasks, each contributing to the overall work goal. By developing a questionnaire measuring these behavioral patterns we were able to demonstrate that these patterns do occur at work. They are not influenced by the users alone, but primarily by the product, indicating that interactive products indeed are able to support users at work in a holistic way. Behavioral patterns thus are accounted for by the interaction of users and product. © 2011 Elsevier Ltd. All rights reserved.

Diefenbach S.,Folkwang University of the Arts | Hassenzahl M.,Folkwang University of the Arts | Hassenzahl M.,Åbo Akademi University
Interacting with Computers | Year: 2011

With the experiential turn in Human-Computer Interaction (HCI), academics and practitioners broaden their focus from mere task-fulfillment (i.e., the pragmatic) to a holistic view, encompassing universal human needs such as relatedness or popularity (i.e., the hedonic). Accordingly, many theoretical models of User Experience (UX) acknowledge the hedonic as an important aspect of a product's appeal. In choice situations, however, people (i.e., users, consumers) overemphasize the pragmatic, but fail to acknowledge the hedonic. The present research explores the reasons for this phenomenon. We suggest that people attend to the justifiability of hedonic and pragmatic attributes rather than to their impact on experience. In other words, they choose what is easy to justify and not what they enjoy the most. Since providing justifications is easier for pragmatic than hedonic attributes, people arrive at a primarily pragmatic choice, even if they would feel better with the hedonic. We explored this assumption, called the Hedonic Dilemma, in four empirical studies. Study 1 (N = 118) revealed a positive correlation between the need for justification and pragmatic choice. Study 2 (N = 125) explored affective consequences and justifications provided for hedonic and pragmatic choices. We further explored two different ways to reduce the Hedonic Dilemma. Study 3 (N = 178) enhanced the justifiability of hedonic choice through product information which suggested hedonic attributes as legitimate. In consequence, hedonic choice increased. Study 4 (N = 133) manipulated the need for justification through framing the choice context. A significant positive effect of a "low need for justification" frame on purchase rates occurred for a hedonic but not for a pragmatic product. Our research has a number of implications, reaching from how to elicit requirements to general strategic considerations when designing (for) experiences. © 2011 British Informatics Society Limited. Published by Elsevier B.V. All rights reserved.

Desmet P.,Technical University of Delft | Hassenzahl M.,Folkwang University of the Arts
Studies in Computational Intelligence | Year: 2012

This chapter suggests possibility-driven design as an alternative to the common problem-driven approach. A first part explores the concept of "possibilities" and how it relates to happiness and well-being. We further develop the notion of designing for the pleasurable life and the good life through a number of exemplary design cases. Each takes a possibility-driven approach, thereby highlighting potential challenges and merits. By that, we hope to lay ground for an approach to design, which draws upon happiness to motivate the design of future technologies. This will help establishing a culture of humane innovation, which understands technology as a possibility to improve life directly. © 2012 Springer Berlin Heidelberg.

Hassenzahl M.,Folkwang University of the Arts | Klapperich H.,Folkwang University of the Arts
Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational | Year: 2014

Automation permeates everyday life in the disguise of fully-automated coffee makers, dishwashers, or self-driving cars. While being convenient, such automation may have detrimental effects on the experience gained through the (semi-)automated activity. This paper argues to be more sensitive to the experiential costs of everyday automation. To this end, it provides an in-depth quantitative and qualitative comparison of a more automated and a more manual way of brewing coffee. Brewing coffee manually was more positive and more need fulfilling. This was due to the more intense experience of competence and stimulation. Automation focused people on the outcome. The process became meaningless, degraded to "waiting time." Overall, the experience became "flat", significantly less meaningful and enjoyable, but also less demanding. Automation turned a potentially experience-rich activity into something less satisfactory for the sake of convenience. Since we believe that technology should make everyday activities experientially richer rather than "designing them away," we discuss the emerging challenges for an experiential design of everyday automation. Copyright 2014 ACM.

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