Abstract
More than 25 years ago, the Human-Computer Interaction (HCI) community found an interest in what was at that time considered a slightly esoteric concept: user experience (UX). Up to then, effective and efficient goal achievement had been HCI’s prime objective and HCI experts mocked apparent follies of designers committed in the name of aesthetics. But doubts crept in. There were so many examples of more mature, consumer-oriented technologies, such as automobiles, which had to be usable and at the same time beautiful, exciting and ever new. In fact, already in 1998, Apple had been successful with an unusual consumer-oriented industrial design for a computer, the colorful iMac G3 s. The “experiential” made its appearance.
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Acknowledgements
While I chose to write this chapter from a personal perspective, I am of course indebted to many colleagues, students and friends, who inspired me. My work is certainly the result of many hours of personal conversations, reading impressive papers and being involved in concrete design work. I nevertheless like to especially thank all current and past members of my work group: Sarah Diefenbach, Judith Dörrenbächer, Kai Eckoldt, Stefanie Heidecker, Anne Karrenbrock, Holger Klapperich, Matthias Laschke, Eva Lenz, Thies Schneider, Alarith Uhde, Julika Welge und Tim Zum Hoff. Their work was and is essential.
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Hassenzahl, M. (2018). The Thing and I (Summer of ’17 Remix). In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_2
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