User Experience


Designing for Motivation

Gameful Design (gamification) has been an increasingly popular approach for improving the user’s motivation and experience when interacting with digital applications. As a result, the number of gameful designers has been steadily increasing in the past years, as well as the reports of successful projects gamification projects. However, what I still miss is more reports of gameful design integrated to the general product design and development process. I have seen many gamification projects reported as stand-alone projects, separated from the […]


The peak-end rule influences enjoyment of games

The peak-end rule is a psychological heuristic that explains how people judge an experience largely based on its peak (i.e., its most intense point) and its end, rather on the whole experience. A research from the Universities of Saskatchewan and Canterbury and Autodesk sought to verify if this effect would influence player’s enjoyment of (casual) games. They manipulated the difficulty or balance of three simple games to vary the peak and end experiences, keeping the playing experience otherwise unchanged, and […]


Momentary Pleasure or Lasting Meaning in Interactive Technologies

A research project from the Universities of Basel and Copenhagen sought to understand the differences between momentary pleasure and lasting meaning in positive experiences with interactive technologies. These ideas come from a long tradition in both history and user experience research. Momentary pleasurable experiences are referred as hedonic experiences, a word that was introduced by ancient Greek philosophers. In contrast, experiences that express virtue and that are meaningful are identified as eudaimonic experiences. We also refer to living a eudaimonic […]

man with tablet