Katja Battarbee

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Understanding experience is a critical issue for a variety of professions, especially design. To understand experience and the user experience that results from interacting with products, designers conduct situated research activities focused on the interactions between people and products, and the experience that results. This paper attempts to clarify(More)
User experience is becoming a key term in the world of interactive product design. The term itself lacks proper theoretical definition and is used in many different, even contradictory, ways. This paper reviews various existing approaches to understanding user experience and describes three main approaches and their differences. A missing perspective is(More)
In the context of design for experience this paper presents a review of existing models of user experience. In response to a prevalent view of experience as something individual, this paper suggests how these models should grow to include social use as well. Examples from a multimedia messaging study are discussed to this end and the concept of(More)
This paper presents a critical view of existing models of user experience. These models view experience as the subjective response in the individual's mind. While designers and developers have to try to provide a satisfying user experience, the means to do so remain limited. This paper presents a missing aspect of user experience. Experience can be seen as(More)
This paper describes a study of a three-dimensional virtual prototype intended for usability testing and concept validation over the internet. A virtual reality modeling language (VRML)-model of a fictive mobile phone concept with simulated interaction functionality was tested for usability following two approaches. The first group performed a traditional(More)
This paper describes two explorative user studies conducted in a research project called Maypole. The purpose of the first user study was to understand how children thought communication with personal technologies could be fun. The second study focused on what children thought was fun in taking and editing digital images. In both studies, children aged 7–12(More)
This paper presents the main results of a three-year long field and design study of proactive information technology in the home. This technology uses sensors to track human activities in order to proactively anticipate the direction of human activity. With it, it could be possible to build an environment without buttons and remote controls. However, the(More)