Sengers, P. (2003). The engineering of experience. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment. 19-29.
engineers have worked for efficiency in production - and managed to suck the fun out of most jobs. So peopel go home and try to cram as much fun in at home as possible and accomplish little
hci does the same focus-on-efficiency as production engineering
no room for experiemntation or for user to change how the system is used if context changes - gotta change by integrating experience and fun into systems. need to look at a lot of systems and tasks that exist between work and fun that are important to users
describes some projects they worked on to create open ended experiences between user nad computer
rules for designers (nonexhaustive)
- instead of representing complexity (in software), trigger it in the mind of hte user - can’t get a complete user model - too complex, so instead focus on the actual user experience, focus on teh suer’s strength in engaging in complex interpretation using their cultural background konwledge
- instead of representing complexity, bootstrap off it - can’t model rich complex human behavior completely so build system to interact with human behaviro, human motion - those already complex
- thik of meaning, not information - humans want to know what something means to them, not raw data
says systems for the home need to focus on fun and experience, not efficiency - so home doesn’t become like work, gotta create systems that take into account not just fun but “serious play”
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