Hedonic, Emotional, and Experiential Perspectives on Product Quality

Human-computer interaction (HCI) can be defined as a discipline, which is concerned with the design, evaluation and implementation of interactive computing systems [products] for human use (Hewett et al, 1996). Evaluation and design require a definition of what constitutes a good or bad product and, thus, a definition of interactive product quality (IPQ). Usability is such a widely accepted definition. ISO 9241 Part 11 (ISO, 1998) defines it as the “extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” Although widely accepted, this definition’s focus on tasks and goals, their efficient achievement and the involved cognitive information processes repeatedly caused criticism, as far back as Carroll and Thomas’ (1988) emphatic plea not to forget the “fun” over simplicity and efficiency (see also Carroll, 2004). Since then, several attempts have been made to broaden and enrich HCI’s narrow, work-related view on IPQ (see, for example, Blythe, Overbeeke, Monk, & Wright, 2003; Green & Jordan, 2002; Helander & Tham, 2004). The objective of this article is to provide an overview of HCI current theoretical approaches to an enriched IPQ. Specifically, needs that go beyond the instrumental and the role of emotions, affect, and experiences are discussed.