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Nina Kolb
Darmstadt University
of Technology
Alexanderstrae 10
64283 Darmstadt, Germany
nina.kolb@stud.tu-darmstadt.de
ABSTRACT
Marc Hassenzahl
Folkwang University of Arts
Universittsstrasse 12
45141 Essen, Germany
marc.hassenzahl
@folkwang-uni.de
%
HOW THE HEDONIC IS DEFINED
6%
6%
4%
3%
11%
5%
3%
3%
3%
3%
3%
Category
contrast with the
pragmatic
Keywords
(non-) instrumental, utilitarian,
functional, ergonomic, task-related
stimulation
59%
positive affect
45%
identification
identification, self-expression
42%
meta-definitions
32%
visual beauty
22%
social aspects
12%
other
42%
85%
Hedonic
shopping
motivations
[4,43]
Hedonic
product
meaning [23]
Other
Hedonic
response [42]
UEQ, HQ
[33]
PQ
HQS
HQI
Goodness
0.73
0.39
0.76
PQ
HQS
0.10
0.62
0.35
in
context
of
the
There are only few approaches which pick up the hedonicpragmatic model for the analysis of qualitative data (e.g.,
[29, 32]). Kujala et al [32] suggested UX curve, i.e., a
method for the retrospective report of user experiences and
critical changes over time. Experiences are categorized as
positive and negative, as well as hedonic and pragmatic
experiences, with stimulation, identification, and evocation
as hedonic sub-categories (based on [16, 17]). Karapanos et
al [29] studied user experiences over time by means of
qualitative content analysis. They revealed 15 main
categories, among them also hedonic quality aspects
(stimulation, identification). Other approaches focus on
specific facets of the hedonic. For example, Arrasvuori et al
[3] focused on playfulness as a specific kind of hedonic
experience and suggested the PLEX (playful experience)
framework. It consists of 22 categories (e.g., competition,
thrill, exploration, fantasy), to capture core elements of
experience reports. The PLEX cards are available online via
www.funkydesignspaces.com/plex/.
ANTECEDENTS OF THE HEDONIC
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