Table of Contents

VOLUME XI.5 September + October 2004

  • Editorial
    • Emotion

      Steven Pemberton

      Sometimes I think that the times I experience the most emotion are when I’m watching either the big screen or the little screen. With decennia of experience the filmmakers know extremely well how to provoke emotions: I have (as a child I admit) hidden behind the seat in fear watching…

    top
  • Research alert
    • Modeling individual and collaborative construction of jigsaws

      Hilary Johnson, Joanne Hyde

      The core concern of our research is how to represent, model, and understand collaborative tasks, and use the resulting models to develop systems to support collaboration. Recent years have seen an overwhelming interest in how people collaborate and how collaborative working might be supported. There have also been significant advances…

    top
  • What's happening
    • What’s happening

      Marisa Campbell

      Workshop HCI and the Older Population Workshop, British HCI 2004, Leeds, U.K., September 7, 2004 The proportion of older people in the population is rapidly increasing. This workshop will provide a forum for academics and practitioners to discuss how technology design can meet the needs and wants of this important…

    top
  • Business
    • The myths of usability ROI

      Daniel Rosenberg

      Why has this never been necessary? Have I just been lucky in my choice of employers? Did these companies all have CEOs so enlightened about usability that no such analysis was necessary? I suspect not. Rather, I believe that the ROI analyses we are reading in the literature just don’t…

    top
  • The whiteboard
    • Log on, tune in, drop down

      Ken Becker

      You’ve got a challenge: A bank has decided to provide its customers with online banking and has declared you Web Designer Extraordinaire. On the statement page, you have to show the account number and the name of the month for the statement displayed. You want to provide a way for…

    top
  • More funology
    • Introduction

      Mark Blythe, Marc Hassenzahl, Peter Wright

      Information and communication technology has become a pervasive part of our personal and private lives. In recent years the field of human-computer interaction (HCI) has greatly broadened its scope to reflect this shift. Practitioners and researchers are now as likely to be concerned with how enjoyable a new technology is…

    top
  • HCI and the Web
    • Breadcrumb navigation

      William Hudson

      In a popular Grimm fairytale, Hansel and Gretel are taken deep into the forest in the hope that they will not find their way out. However, clever Hansel has left a trail of breadcrumbs to show their return path. While the story inspires the term "breadcrumb navigation," it also provides…

    top
  • More funology: positions
    • Beyond fun

      John Carroll

      One of the most interesting threads of development in human-computer interaction through the past 25 years is the field’s conception of "usability." Initially, this term was taken as synonymous with "easy" or "simple." As understanding of people’s experiences with technologies has developed, the concept of usability was enriched with ideas…

    • Interview with Patrick Jordan

      Mark Blythe, Patrick Jordan

      MB: For readers who aren’t familiar with your work could you give an example of the four pleasures you talk about in Designing Pleasurable Products? PJ: OK, here’s a brief summary. Physical pleasure is to do with the body and the senses. It includes things like feeling good physically and…

    • Technology as experience

      John McCarthy, Peter Wright

      User Experience User experience is now becoming central to our understanding of the usability of technology. Today many interactive technology companies describe on their Web sites their commitment to experience-based design. There is also a trend in HCI communities to foreground experience-centered approaches to technology, a movement reflected in several…

    • Interview with Don Norman

      Mark Blythe, Marc Hassenzahl, Donald Norman

      MB: Most of our readers will be aware that your new book marks a change in direction for you. Why the turnaround? Are you hoping to inspire more designs like the Incredible Tea Juicer? DN: The Incredible Tea Juicer? But of course! I am trying to influence designers, so let…

    • Emotions can be quite ephemeral; we cannot design them

      Marc Hassenzahl

      The "new" HCI stresses the importance of emotions. However, this emphasis might be misleading or at least not as valuable as hoped. Let me explain why. Emotions are important. They are an essential part of our lives. We cannot function without them. There is a long tradition of accentuating the…

    • Designing for fun

      Ben Shneiderman

      Designing for fun? Fun-filled experiences are playful and liberating—they make you smile. They are a break from the ordinary and bring satisfying feelings of pleasure for body and mind. Joyful sensations often come during physical activities such as entertainment, recreation, or sports—parties are fun, dancing is fun, skiing is fun.…

    top
  • More funology: inspiration
    • Pastiche scenarios

      Mark Blythe

      Maureen, are you tied up at the moment? Not at all, Professor Dingbat, I was simply idling away a few minutes, putting Dr. Quintock’s Cultural Studies slides online for the first years, sending out a reminder that no one has yet paid their ten pounds towards the examiner’s dinner and…

    • Cultural probes and the value of uncertainty

      William Gaver, Andrew Boucher, Sarah Pennington, Brendan Walker

      Designing for pleasure demands a different approach from designing for utility. The latter can be done from outside a given situation, standing back to assess difficulties and seek solutions. The former, in contrast, is better done from within. To give pleasure to someone—to tell a funny joke, recount a moving…

    top
  • Conferences
    • NordiCHI 2004

      Marisa Campbell

      The conference will cover all the main areas of CHI research, but will focus on considering the challenges of new applications addressing the following areas: human-environment interaction, proactive computing, mobile user, and user-centered design. Speakers Kristina Höök, IT University, Sweden Gilbert Cockton, University of Sunderland, UK Bonnie John, Human-Computer Interaction…

    top
  • More funology: humor
    • LOL

      Jeff Hancock

      I am often asked whether or not it is dangerous to try to be funny online. Are you more likely to be misinterpreted if you crack a joke or use a witticism in email, instant messaging, or on a newsgroup or blog, than if you attempted humor face-to-face? A survey…

    top
  • More funology: design
    • Freedom of fun, freedom of interaction

      Stephan Wensveen, Kees Overbeeke, Tom Djajadiningrat, Steven Kyffin

      The modernist tradition still drives our society and our scientific endeavors. Modernity stood for technology push, progress through industry, linearity, money, the abstract, and the logical. But it has resulted in a feeling of uneasiness, even coldness. That is why, we think, there is now such a drive to get…

    • It felt like clown sparkles

      Kristina Andersen

      A small group of children are playing in a theatre space. One of them, a four year old boy is carefully investigating a man’s hat. The hat is making a singing sound that changes pitch when it is moved. He plays on his own for a long time turning the…

    • Taking fun seriously

      Alan Dix

      Have you watched a child at play? Small hands carefully pile blocks one upon another, tongue tip protruding between clenched teeth, lost totally, concentrating. Children know how to take play seriously. Often people feel that play, fun, and aesthetic experience should not be analyzed too deeply; by dissecting them, subjecting…

    • What sounds do people love and hate?

      Jonathan Effrat, Lisa Chan, B. Fogg, Ling Kong

      After presenting our research about sounds people love and hate at a recent Stanford Media X Conference, we were approached by a program manager from a large software company. She told us a story about how her company learned a hard lesson about sound. They were testing a new version…

    • Feeling lucky?

      James Kalbach

      Searching for information is an emotional experience. We’ve all experienced confusion and frustration while searching the Web, as well as the occasional joy of discovery. But how do we conceive of emotions within search design? A key message from recent investigations is that feelings affect thought and actions. To some…

    • Connecting mothers and sons

      Wouter van der Hoog, Pieter Stappers, Ianus Keller

      Beauty is in the details. Often small things carry an important emotional undertone that determines whether or how we enjoy an event or a product. In this article, we describe how small details of everyday routines were incorporated in the design of a hi-tech communication appliance. As ID-StudioLab’s entry to…

    top
  • More funology: games
    • Beyond usability in games

      Randy Pagulayan, Keith Steury

      Video games are an art form that combines traditional artistic endeavors such as the visual arts, story-telling, and music, with more modern technical and engineering achievements. At the center of this effort is the game designer who drives the creative vision and who decides what needs to be accomplished in…

    • Computer games as interfaces

      Dennis Chao

      We can learn a lot from computer games. While most application software can be a source of confusion and frustration for users, people consistently find enjoyment in their games. One way to make everyday software more fun is to incorporate game-like elements, such as action, narrative, and interactive graphics. The…

    • Narrative construction as play

      Brenda Laurel

      Narrative construction as a kind of play is highly underrated in the design of interactive media. I began to uncover evidence of this during my dissertation research. That quest led to my first book, Computers as Theatre [2]. I learned more about the powers of narrative construction from the research…

    top
  • Fast forward
    • Branding 101

      Aaron Marcus

      The antagonism and misunderstandings are familiar from both sides of the fence. In one recent Internet discussion, a CHI professional asked plaintively if we were actually going to have to include the branding people in our design process. Well, CHI folks, it turns out that branding, a key aspect of…

    top
  • More funology: elephants
    • Human computer (sexual) interactions

      Mark Blythe, Mark Jones

      There are few better examples of the pervasion of computing technology into private life than the proliferation of human-computer sexual interactions. Although the HCI community has become increasingly interested in leisure contexts, entertainment, emotion, affect, enjoyment and fun, it tends to ignore the fact that one of the ways many…

    • The age of auspicious computing?

      Genevieve Bell

      Information and communication technologies are so pervasive that they are becoming a part of our spiritual lives. By December 2003, more than 35 million Americans will have searched for religious or spiritual information online [3]. On the face of it, that might not seem like much, but in the same…

    top
  • Books
    • Books

      Will Schroeder

      Emotional Design: Why We love (Or Hate) Everyday Things Donald A. Norman Basic Books, 2003 ISBN 0465051359 $26.00 As a person involved in the work of design—creating things for others to use and enjoy—I look to the author of The Psychology of Everyday Things for a framework that…

    top