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Quality of experience: defining the criteria for effective interaction design

Quality of experience: defining the criteria for effective interaction design criteria Lauralee Alben Defining the Criteria for Effective Interaction Design uality of experienc Understanding of users Manageable Learnable Usable Aesthetic experience Qualityof experience Needed Appropriate Mutable Effective design process uality of e xperienc A Lauralee Alben Alben+Faris Inc. +1-408-426-5526 mail@albenfaris.com t the heart of the ACM/interactions design awards are the people who explore, learn from, play with, and respond to interactive products. Evaluating their experiences, as they use a range of products from PDAs and games to medical diagnostic equipment and off the shelf software, is what these awards are all about. By œexperience  we mean all the aspects of how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they ™re using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it. If these experiences are successful and engaging, then they are valuable to users and noteworthy to the interaction design awards jury. We call this œquality of experience.  Awarding comprehensive solutions We believe that the kind of quality experience we are seeking comes about when the http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png interactions Association for Computing Machinery

Quality of experience: defining the criteria for effective interaction design

interactions , Volume 3 (3) – May 1, 1996

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Publisher
Association for Computing Machinery
Copyright
Copyright © 1996 by ACM Inc.
ISSN
1072-5520
DOI
10.1145/235008.235010
Publisher site
See Article on Publisher Site

Abstract

criteria Lauralee Alben Defining the Criteria for Effective Interaction Design uality of experienc Understanding of users Manageable Learnable Usable Aesthetic experience Qualityof experience Needed Appropriate Mutable Effective design process uality of e xperienc A Lauralee Alben Alben+Faris Inc. +1-408-426-5526 mail@albenfaris.com t the heart of the ACM/interactions design awards are the people who explore, learn from, play with, and respond to interactive products. Evaluating their experiences, as they use a range of products from PDAs and games to medical diagnostic equipment and off the shelf software, is what these awards are all about. By œexperience  we mean all the aspects of how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they ™re using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it. If these experiences are successful and engaging, then they are valuable to users and noteworthy to the interaction design awards jury. We call this œquality of experience.  Awarding comprehensive solutions We believe that the kind of quality experience we are seeking comes about when the

Journal

interactionsAssociation for Computing Machinery

Published: May 1, 1996

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