Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/1518701.1518765acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Designing for the self: making products that help people become the person they desire to be

Published: 04 April 2009 Publication History

Abstract

Product attachment theory describes how people learn to love certain possessions through a process of meaning making. It provides a rich and as yet untapped source of inspiration for driving the practice of experience design. However, there are currently no guidelines that describe how to apply this theory in design practice. Taking a research through design approach, I made many different products with the goal of helping people become the person they desire to be through their product interactions. Then, in order to better understand how the different design teams applied attachment theory, I created a set of design patterns that document the application of product attachment theory to the interaction design of each product. I clustered the patterns based on similarities across the different artifacts, and this produced six framing constructs, which work as specific perspectives designers can take when applying product attachment theory in an experience design project.

References

[1]
Ahuvia, A. C. Beyond the Extended Self: Loved Objects and Consumers' Identity Narratives. Journal of Consumer Research, 32, 1 (June 2005), 171--185.
[2]
Alexander, C., Ishikawa, S., Silverstein, M., Jacobson, M., Fiksdahl-King, I. and Angel, S. A Pattern Language: Towns, Buildings, Construction. Oxford University Press, New York, 1977.
[3]
Belk, R. W. Possessions and the Extended Self. Journal of Consumer Research, 15, 2 (September 1988), 139--168.
[4]
Belk, R. W., Wallendorf, M. and John F. Sherry, J. The Sacred and the Profane in Consumer Behavior: Theodicy on the Odyssey. The Journal of Consumer Research, 16, 1 (June 1989), 1--38
[5]
Blythe, M. A., Overbeeke, K., Monk, A. F. and Wright, P. C. Funology: From Usability to Enjoyment. Kluwer Academic Publishers, 2003.
[6]
Buxton, B. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann, 2007.
[7]
Chung, Eric, Jason I. Hong, James Lin, Madhu K. Prabaker, James A. Landay, and Alan Liu. Development and Evaluation of Emerging Design Patterns for Ubiquitous Computing. Proc. DIS, (2004) ACM Press, 233--242.
[8]
Cockton, G. Designing worth is worth designing. In Proc. of NordiCHI, (2006) ACM Press, 165--174.
[9]
Csikszentmihalyi, M. and Rochber-Halton, E. The Meaning of Things: Symbols and the Self. Cambridge University Press, Cambridge, UK, 1981.
[10]
Darrah, C. N., English-Lueck, J.&Freeman, J. Families at work: An ethnography of dual career families, Report for the Sloane Foundation: Grant Number 98-6-21 (2001)
[11]
Davidoff, S., Lee, M.K., Zimmerman, J., Dey, A. Principle of Smart Home Control. In Proc. of Ubicomp. (2006) Springer, 19--34.
[12]
Davidoff, S., Lee, M. K., Dey, A. K. and Zimmerman, J. Rapidly Exploring Application Design Through Speed Dating. In Proceedings of UbiComp, (2007) Springer, 429--446.
[13]
Desmet, P. M. A. Measuring emotion; development and application of an instrument to measure emotional responses to products. In Funology: from usability to enjoyment. M. A. Blythe, A. F. Monk, K. Overbeeke and P. C. Wright (eds). Kluwer Academic Publishers, 2003, 111--123.
[14]
Desmet, P. M. A. A multilayered model of product emotions. The Design Journal, 6, 2 (2003), 4--13
[15]
Djajadiningrat, J. P., Gaver, W. W. and Frens, J. W. Interaction relabeling and extreme characters: methods for exploring aesthetic interactions. In Proc. of DIS, (2000) ACM Press
[16]
Erickson, T. Lingua Francas for design: sacred places and pattern languages. In Proc. of DIS, (2000) ACM Press, 357--368.
[17]
Forlizzi, J. and Ford, S. The building blocks of experience: an early framework for interaction designers. In Proc. of DIS, (2000) ACM Press, 419--423.
[18]
Forrest, M., Zimmerman, J., Forlizzi, J. Magonote: Making Complex Home Electronics Accessible by Empowering the Family Technology Lead. In Proc. of Design and Emotion, (2008) Design and Emotion Society.
[19]
Goffman, E. The Presentation of Self in Everyday Life. Doubleday, Garden City, NY, USA, 1959.
[20]
Govers, P. C. M. and Mugge, R. 'I love my Jeep, because it's tough like me', The effect of product-personality congruence on product attachment. In Proceedings of Conference on Design and Emotion, (2004) Design and Emotion Society.
[21]
IxDA design patterns discussion: http://www.ixda.org/topics.php?topic=patterns
[22]
James, W. The Principles of Psychology. Henry Holt, New York, 1890.
[23]
Jordan, P. W. Designing Pleasurable Products: An Introduction to the New Human Factors. CRC Press, 2000.
[24]
Kim, J., Zimmerman, J. Cherish: Smart Digital Photo Frames. In Proc. of Design and Emotion, (2006) Design and Emotion Society.
[25]
Kleine, R. E., Kleine, S. S. and Kernan, J. B. Mundane Consumption and the Self: A Social-Identity Perspective. Journal of Consumer Psychology, 2, 3 (1993), 209--235.
[26]
Kleine, S. S. and Baker, S. M. An Integrative Review of Material Possession Attachment. Academy of Marketing Science Review, 1, 1 (2004), 1--39.
[27]
Kleine, S. S., Kleine, R. E. and Allen, C. T. How is a possession 'me' or 'not me'? Characterizing Types and an Antecedent of Material Possession Attachment. Journal of Consumer Research, 22, 3 (December 1995), 327--343.
[28]
Lee, M.K., Davidoff, S., Zimmerman, J., Dey, A. Smart Bag: Managing Home and Raising Children. In Proc. of DPPI, (2007) ACM Press: 434--437.
[29]
Louridas, P. Design as bricolage: anthropology meets design thinking. Design Studies, 20(1999), 517--535.
[30]
Martin, D., Rodden, T., Rouncefield, M., Sommerville, I. and Viller, S. Finding patterns in the fieldwork. In Proc. of Euro CSCW, (2001) Kluwer, 39--58.
[31]
Maslow, A. H. A Theory of Human Motivation. Psychological Review, 50 (1943), 370--396.
[32]
McAdams, D. P. The Psychology of Life Stories. Review of General Psychology, 5, 4 (2001), 100--122.
[33]
Norman, D. A. Emotional Design: why we love (or hate) everyday things. Basic Books, 2004.
[34]
Overbeeke, C. J., Djajadiningrat, J. P., Hummels, C. C. M. and Wensveen, S. A. G. Beauty in Usability: Forget about Ease of Use. In Pleasure with products: Beyond usability. W. S. Green and P. W. Jordan (eds). Taylor and Francis, 2002, 9--18.
[35]
Ozenc, K., Keum, J.B., Brommer, J., Shih, N., Au, K., Zimmerman, J. Reverse Alarm Clock: Designing for the Self Through Social Identity. In Proc. of DPPI, (2007) ACM Press: 392--406.
[36]
Park, S., Jeong, H., Zimmerman, J. ENSURE: Support for Parents in Managing their Children's Health. In Proc. of Design and Emotion, (2008) Design and Emotion Society.
[37]
Rittel, H. W. J. and Webber, M. M. Dilemmas in a General Theory of Planning. Policy Sciences, 4 (1973), 155--169.
[38]
Schifferstein, H. N. J., Mugge, R. and Hekkert, P. Designing consumer-product attachment. In Design and Emotion: The Experience of Everyday Things. D. McDonagh, P. Hekkert, J. van Erp and D. Gyi (eds). Taylor and Francis, 2003, 327--331.
[39]
Soloman, M. R. The Role of Products as Social Stimuli: A Symbolic Interactionism Perspective. Journal of Consumer Research, 10, 3 (1983), 319--329.
[40]
Sterling, R., Zimmerman, J. Shared Moments: Opportunities for Mobile Phones in Religious Participation. In Proc. of DUX, (2007) ACM Press.
[41]
Stolterman, S. The Nature of Design Practice and Implications for Interaction Design Research. International Journal of Design, 2, 1 (2008), 55--65.
[42]
Turkle, S. Evocative Objects: Things We Think With. MIT Press, Cambridge, MA, USA, 2007.
[43]
UI Patterns: http://ui-patterns.com/
[44]
van Duyne, D.K., Landay, J.A., Hong, J. I. The Design of Sites: Principles, Processes, and Patterns for Crafting a Customer-Centered Web Experience, Addison-Wesley, Reading, MA, 2003.
[45]
Wakkary, R., Maestri, L. The Resourcefulness of Everyday Design. In Proc. of C&C, (2007) ACM Press, 163--172.
[46]
Wensveen, S., Overbeeke, K. and Djajadiningrat, T. Touch me, hit me and I know how you feel: a design approach to emotionally rich interaction. In Proc. of DIS, (2000) ACM Press, 48--52.
[47]
Wright, P., McCarthy, J. and Meekison, L. Making Sense of Experience. In Funology. M. A. Blyth, K. Overbeeke, A. F. Monk and P. C. Wright (eds). Kluwer Academic Press, 2004, 43--53.
[48]
Zimmerman, J., Forlizzi, J. and Evenson, S. Research through design as a method for interaction design research in HCI. In Proc. of CHI, (2007) ACM Press: 493--502.
[49]
Zimmerman, J., Ozenc, K., Jeong, B. K. New Methods for the Design of Products that Support Social Role Transitions. Artifact, (2009) in press.

Cited By

View all
  • (2024)Five Political Provocations for Soma Design: A Relational Perspective on Emotion and PoliticsProceedings of the Halfway to the Future Symposium10.1145/3686169.3686213(1-8)Online publication date: 21-Oct-2024
  • (2024)Fostering people's autonomy by foregrounding and questioning daily choicesAdjunct Proceedings of the 2024 Nordic Conference on Human-Computer Interaction10.1145/3677045.3685442(1-5)Online publication date: 13-Oct-2024
  • (2024)“You Can Find a Part of my Life in Every Single App”: An Interview Study of What Makes Smartphone Applications Special to Their UsersProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642820(1-16)Online publication date: 11-May-2024
  • Show More Cited By

Index Terms

  1. Designing for the self: making products that help people become the person they desire to be

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '09: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2009
    2426 pages
    ISBN:9781605582467
    DOI:10.1145/1518701
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 April 2009

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. attachment
    2. designing for the self
    3. experience design
    4. loved objects
    5. product attachment

    Qualifiers

    • Research-article

    Conference

    CHI '09
    Sponsor:

    Acceptance Rates

    CHI '09 Paper Acceptance Rate 277 of 1,130 submissions, 25%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)119
    • Downloads (Last 6 weeks)11
    Reflects downloads up to 01 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Five Political Provocations for Soma Design: A Relational Perspective on Emotion and PoliticsProceedings of the Halfway to the Future Symposium10.1145/3686169.3686213(1-8)Online publication date: 21-Oct-2024
    • (2024)Fostering people's autonomy by foregrounding and questioning daily choicesAdjunct Proceedings of the 2024 Nordic Conference on Human-Computer Interaction10.1145/3677045.3685442(1-5)Online publication date: 13-Oct-2024
    • (2024)“You Can Find a Part of my Life in Every Single App”: An Interview Study of What Makes Smartphone Applications Special to Their UsersProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642820(1-16)Online publication date: 11-May-2024
    • (2024)The sacred and profane in design: Exploring the transcendent nature of ordinary productsThe Design Journal10.1080/14606925.2024.231150327:3(388-409)Online publication date: 7-Feb-2024
    • (2023)Interactive Privacy Management: Toward Enhancing Privacy Awareness and Control in the Internet of ThingsACM Transactions on Internet of Things10.1145/36000964:3(1-34)Online publication date: 21-Sep-2023
    • (2023)Being, Having, Doing, and Interacting: A Personal Informatics Approach to Understanding Human Need Satisfaction in Everyday LifeProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596120(2593-2610)Online publication date: 10-Jul-2023
    • (2023)Tracking the Experience of Self in Everyday LifeExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585785(1-8)Online publication date: 19-Apr-2023
    • (2023)Reminder Bag: Designing Smart Bag for New ParentsEntertainment Computing – ICEC 202310.1007/978-981-99-8248-6_42(438-449)Online publication date: 14-Nov-2023
    • (2023)Design and Performance Analysis of a Smart Bag Reminder System for ParentsHuman-Computer Interaction10.1007/978-3-031-35572-1_1(3-18)Online publication date: 9-Jul-2023
    • (2022)A Making Mode is Missing Code: Research Through Design Lacks Discourse Around Programming[ ] With Design: Reinventing Design Modes10.1007/978-981-19-4472-7_140(2131-2147)Online publication date: 6-Nov-2022
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media