scholarly journals Mapping experience research across disciplines: who, where, when

2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Virpi Roto ◽  
Johanna Bragge ◽  
Yichen Lu ◽  
Darius Pacauskas

AbstractHuman experiences have been studied in multiple disciplines, Human–Computer Interaction (HCI) being one of the largest research fields with its user experience (UX) research. Currently, there is little interaction between experience researchers from different disciplines, although cross-disciplinary knowledge sharing has the potential to accelerate the development of UX and other experience research fields to the next level. This article reports a research profiling study of almost 52,000 experience publications over 125 years, showing the breadth of experience research across disciplines. The data analysis reveals the disciplines that study experiences, the prominent authors, institutions and countries in experience research, the most cited works by experience researchers across disciplines, and how UX research is situated on the map of experience research. This descriptive research profiling study is a necessary first step on the journey of mapping the landscape of experience research, guiding researchers towards understanding experience as a multidisciplinary concept, and establishing a more coherent experience research field.

2018 ◽  
Vol 34 (Supplement_1) ◽  
pp. i80-i99 ◽  
Author(s):  
Uta Hinrichs ◽  
Stefania Forlini ◽  
Bridget Moynihan

Abstract Although recent research acknowledges the potential of visualization methods in digital humanities (DH), the predominant terminology used to describe visualizations (prototypes and tools) focuses on their use as a means to an end and, more importantly, as an instrument in the service of humanities research. We introduce the sandcastle as a metaphorical lens and provocative term to highlight visualization as a research process in its own right. We argue that building visualization sandcastles provides a holistic approach to cross-disciplinary knowledge generation that embraces visualization as (1) an aesthetic provocation to elicit critical insights, interpretation, speculation, and discussions within and beyond scholarly audiences, (2) a dynamic process wherein speculation and re-interpretation advance knowledge within all disciplines involved, and (3) a mediator of ideas and theories within and across disciplines. Our argument is grounded in critical theory, DH, design, human–computer interaction, and visualization, and based on our own research on an exceptional literary collection. We argue that considering visualizations as sandcastles foregrounds valuable insights into the roles of visualization as a mindset, methodology, and praxis within humanities research and beyond.


i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs, thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior, thus becoming pertinent to how interactions occur. This chapter questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, (physical) reaction, and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics, all of which can stand on their own yet still draw from each other. The discussions will include fields such as cognitive science, human-computer interaction, learning sciences, and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior thus becoming pertinent to how interactions occur. This then questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, [physical] reaction and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics all of which can stand on their own yet, still draw from each other. The discussions will include fields such as cognitive science, human computer interaction, learning sciences and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences


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