How users experience great products

This study reports qualitative research about how users experience great products. Eighteen interviews were conducted in which participants were asked to bring along a ‘great’ product that they own. During the interviews participants explained why they consider a product great and how they experience it. The experiences were categorised in two groups: ‘pragmatic experience’, and ‘significant experience’. The term pragmatic refers to a utilitarian view of the human-product interaction, while the term significant stresses the suitability of the product for users including, their personal benefit and growth. In the paper the two experiences are explained in detail, including the needs fulfilled and the emotions elicited by the products.

[1]  J. Creswell Qualitative inquiry and research design: Choosing among five approaches, 2nd ed. , 2007 .

[2]  Jonathan Chapman,et al.  Emotionally Durable Design: Objects, Experiences and Empathy , 2015 .

[3]  Michael J. Apter,et al.  Reversal Theory: Motivation, Emotion and Personality , 1989 .

[4]  Lucy Kimbell,et al.  Rethinking Design Thinking: Part I , 2011 .

[5]  Virpi Roto,et al.  Understanding, scoping and defining user experience: a survey approach , 2009, CHI.

[6]  Kennon M. Sheldon,et al.  What is satisfying about satisfying events? Testing 10 candidate psychological needs. , 2001, Journal of personality and social psychology.

[7]  Peter C. Wright,et al.  Funology: from usability to enjoyment , 2005 .

[8]  D. Slater Consumer culture and modernity , 1997 .

[9]  B. Fredrickson The emerging science of positive psychology is coming to understand why it's good to feel good , 2003 .

[10]  Ruth Mugge,et al.  Emotional bonding with personalised products , 2009 .

[11]  M. Mahoney,et al.  What Is Constructivism and Why Is It Growing , 2004 .

[12]  Leena Arhippainen,et al.  Empirical Evaluation of User Experience in two Adaptive Mobile Application Prototypes , 2003 .

[13]  M. Csíkszentmihályi,et al.  Experience Sampling Method: Measuring the Quality of Everyday Life , 2006 .

[14]  Sarah Diefenbach,et al.  Needs, affect, and interactive products - Facets of user experience , 2010, Interact. Comput..

[15]  G. Hofstede,et al.  Cultures and Organizations: Software of the Mind , 1991 .

[16]  Juan Carlos,et al.  Understanding and designing pleasant experiences with products , 2013 .

[17]  R. Belk Possessions and the Extended Self , 1988 .

[18]  P. Desmet,et al.  Introducing PrEmo2 : New directions for the non-verbal measurement of emotion in design , 2012 .

[19]  E. Deci,et al.  On happiness and human potentials: a review of research on hedonic and eudaimonic well-being. , 2001, Annual review of psychology.

[20]  Jonathan Chapman,et al.  emotionally durable design , 2022, The Fairchild Books Dictionary of Fashion.

[21]  Phoebe C. Ellsworth,et al.  Shades of Joy: Patterns of Appraisal Differentiating Pleasant Emotions , 1988 .

[22]  Ann Heylighen,et al.  How does inclusive design relate to good design? Designing as a deliberative enterprise , 2013 .

[23]  P. Desmet,et al.  Framework of product experience , 2007 .

[24]  Jodi Forlizzi,et al.  The Product Ecology: Understanding Social Product Use and Supporting Design Culture , 2008 .

[25]  Jodi Forlizzi,et al.  Understanding experience in interactive systems , 2004, DIS '04.

[26]  J. Ortíz,et al.  Product relevant emotions in the Spanish language , 2008 .

[27]  Michael Kipp,et al.  Designing Emotions , 2011, KI - Künstliche Intelligenz.

[28]  John C. McCarthy,et al.  Technology as experience , 2004, INTR.

[29]  Marina Basu The Embodied Mind: Cognitive Science and Human Experience , 2004 .

[30]  P. Desmet Faces of Product Pleasure: 25 Positive Emotions in Human-Product Interactions , 2012 .

[31]  Marc Hassenzahl,et al.  User experience - a research agenda , 2006, Behav. Inf. Technol..

[32]  Marco Aurisicchio,et al.  THE SCENARIO OF USER EXPERIENCE , 2011 .