2005
DOI: 10.1080/14626260500476564
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The aesthetic turn: unravelling recent aesthetic approaches to human-computer interaction

Abstract: With the rapid penetration of digital interfaces into all aspects of everyday life, the need for understanding the aesthetic aspects of interaction between humans and computers has come into focus. Various positions suggest that aesthetics offers IT design and research an enhanced analytical foundation going beyond the traditional use-oriented principles of HCI and usability. However, this new body of literature employs different notions of aesthetics, resulting in a blurred picture. This article reviews the c… Show more

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Cited by 74 publications
(40 citation statements)
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“…This decision is very important: any change in a design may lead to a whole new design [2]. That is part of the reason that we do not allow the user to apply any modification to our design.…”
Section: Software Framework Overviewmentioning
confidence: 99%
See 3 more Smart Citations
“…This decision is very important: any change in a design may lead to a whole new design [2]. That is part of the reason that we do not allow the user to apply any modification to our design.…”
Section: Software Framework Overviewmentioning
confidence: 99%
“…Udsen et al [2] articulate that we are witnessing the "aesthetics turn" and delineates four major contributions of aesthetics in Information Technology and design of Human Computer Interaction: cultural, functionalist, experience-based, and techno-futurist. On the cultural level, we are witnessing that the computer is serving as a medium engaging us in experiencing digital media and art in our daily life.…”
Section: Theoretical Considerationsmentioning
confidence: 99%
See 2 more Smart Citations
“…Studies of subjective user experience in HCI have focused on several different aspects of interaction, including: methods for measuring user satisfaction (Chin et al, 1988;Hornbaek, 2006), the role of interaction aesthetics (Hassenzahl, 2004;Porat and Tractinsky, 2012;Tractinsky et al, 2000;Udsen and Jørgensen, 2005), improving engagement through gamification (Deterding et al, 2011), and interaction features that delight users (Levesque et al, 2011;Shneiderman, 1987;Zhang and von Dran, 2001).…”
Section: Introductionmentioning
confidence: 99%