LOGIN TO YOUR ACCOUNT

Username
Password
Remember Me
Or use your Academic/Social account:

CREATE AN ACCOUNT

Or use your Academic/Social account:

Congratulations!

You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.

Important!

Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message

CREATE AN ACCOUNT

Name:
Username:
Password:
Verify Password:
E-mail:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
McCarthy, J.; Wright, P.; Wallace, J.; Dearden, Andy (2005)
Languages: English
Types: Article
Subjects:

Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.

  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • 1. Preece J, Rogers Y, Sharp H (2000) Interaction design: beyond human-computer interaction. Wiley, New York
    • 2. Dourish P (2001) Where the action is: the foundations of embodied interaction. MIT Press, Cambridge Mass
    • 3. McCarthy JC, Wright PC (2004) Technology as experience. MIT Press, Cambridge Mass
    • 4. Norman DA (2004) Emotional design: why we love (or hate) everyday things. Basic Books, New York
    • 5. Shneiderman B. (2002) Leonardo's Laptop. MIT Press, Cambridge Mass
    • 6. Blythe M, Monk A, Overbeeke C, Wright PC (eds) (2003) Funology: From Usability to User Enjoyment. Kluwer, Dordrecht
    • 7. Garrett JJ (2002) The elements of user experience: user-centred design for the web. New Riders, Indianapolis
    • 8. Wright PC, McCarthy JC (2003) Making sense of experience. In: Blythe M, et al. (eds) Funology: from usability to user enjoyment. Kluwer, Dordrecht, pp 43-53
    • 9. Gell A (1992) The technology of enchantment and the enchantment of technology. In: Coote J, et al. (eds) Anthropology, art, and aesthetics. Clarendon Press, Oxford, pp 40- 63
    • 10. Bennett J (2001) The enchantment of modern life: attachments, crossings, and ethics. Princeton University Press, Princeton
    • 11. Fisher P (1998) Wonder, the rainbow, and the aesthetics of rare experiences. Harvard University Press, Harvard
    • 12. Bettelheim B (1975) The uses of enchantment: the meaning and importance of fairy tales. Penguin, London
    • 13. Boorstin J (1990) Making movies work: thinking like a filmmaker. Salaman James Press, Beverley Hills CA
    • 14. Fortunati L (2002) Italy: stereotypes, true and false. In: Katz JE, et al (eds) Perpetual contact: mobile communication, private talk, public performance. Cambridge University Press, Cambridge, pp 42-62
    • 15. Ling R, Yrtti B (2002) Hyper-coordination via mobile phones in Norway. In: Katz JE, et al (eds) Perpetual contact: mobile communication, private talk, public performance. Cambridge University Press, Cambridge, pp 139-169
    • 16. Kasesniemi E-L, Rautiainen P (2002) Mobile culture of children and teenagers and children in Finland. In: Katz JE, et al (eds) perpetual contact: mobile communication, private talk, public performance. Cambridge University Press, Cambridge, pp 170-193
    • 17. Taylor AS, Harper R (2002) Age-old practices in the new world: A study of gift-giving between teenage mobile phone users. Proc CHI'2002 ACM Press, pp 439-456
    • 18. Gaver W, Hooker B, Dunne A (2001) The presence project. RCA, London
    • 19. Gaver B, Dunne T, Pacenti E (1999) Cultural Probes. Interactions 6(1):21-29
    • 20. McCarthy JC, Wright PC (2003) The enchantments of technology. In: Blythe M, et al. (eds) Funology: from usability to user enjoyment. Kluwer, Dordrecht, pp 81-90
    • 21. Zizek S (1999) The fantasy in cyberspace. In: Wright E, et al (eds) The Zizek Reader. Blackwell, Oxford
  • No related research data.
  • No similar publications.

Share - Bookmark

Cite this article