Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems 2015
DOI: 10.1145/2702123.2702139
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Examining the Peak-End Effects of Subjective Experience

Abstract: Psychological research has shown that 'peak-end' effects influence people's retrospective evaluation of hedonic and affective experience. Rather than objectively reviewing the total amount of pleasure or pain during an experience, people's evaluation is shaped by the most intense moment (the peak) and the final moment (end). We describe an experiment demonstrating that peak-end effects can influence a user's preference for interaction sequences that are objectively identical in their overall requirements. Part… Show more

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Cited by 36 publications
(17 citation statements)
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“…Table 3 summarises prior studies in HCI relating to sequencing effects, identifying the primary momentary stimulus examined. The table shows that recency effects have generally been confirmed across a variety of stimuli, including mental effort (Hassenzahl and Sandweg, 2004), visible progress (Harrison et al, 2007), physical effort (Cockburn et al, 2015), game difficulty/challenge (Gutwin et al, 2016), and the satisfaction/frustration of user interface assistance and assistance failures (this paper). Fully separating the experiential influence of the stimuli in these experiments is difficult -for example, a manipulation of mental effort may also induce frustration and annoyance -however, the indications across studies are that recency effects occur across a wide range of different types of interactions.…”
Section: Stimuli For Sequencing Effectsmentioning
confidence: 54%
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“…Table 3 summarises prior studies in HCI relating to sequencing effects, identifying the primary momentary stimulus examined. The table shows that recency effects have generally been confirmed across a variety of stimuli, including mental effort (Hassenzahl and Sandweg, 2004), visible progress (Harrison et al, 2007), physical effort (Cockburn et al, 2015), game difficulty/challenge (Gutwin et al, 2016), and the satisfaction/frustration of user interface assistance and assistance failures (this paper). Fully separating the experiential influence of the stimuli in these experiments is difficult -for example, a manipulation of mental effort may also induce frustration and annoyance -however, the indications across studies are that recency effects occur across a wide range of different types of interactions.…”
Section: Stimuli For Sequencing Effectsmentioning
confidence: 54%
“…In addition, attempts to directly test the existence of peak-end effects in interactive settings have produced equivocal results, with hypothesised preferences observed in only one of three conditions involving form-filling interfaces (Cockburn et al, 2015) and only one of eight tested conditions with computer games (Gutwin et al, 2016).…”
Section: A C C E P T E D Mmentioning
confidence: 99%
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“…peak) and the last episode (i.e. end) [18]. This can have important implications as one could affect how we remember events, for instance, through changing their endings.…”
Section: Biasing the Memory Of Past Experiencesmentioning
confidence: 99%