Abstract
What makes some experiences enjoyable, and other experiences not? How can we understand enjoyment in human factors design; what components should we consider when we are designing for enjoyment? This chapter explores a theoretical model for understanding the components and nature of enjoyment, and how HCI (Human Computer Interaction) professionals can use the model to predict and evaluate enjoyment. The model is a modified version of Robert Karasek’s well-known demand-control-support model used in work and organisational psychology (Karsek and Theorell in Healthy work: stress, productivity, and the reconstruction of working life. Basic Books, New York, 1990).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Bandura A (1997) Self-efficacy: the exercise of control. W.H. Freeman, New York
Battarbee K, Mattelmäki T, Mäkelä A (2000) Design for user experience, method lessons form a design student workshop. In: Proceedings of the 1st Nordic CHI, Stockholm
Cartwright D, Zander A (1960) Group dynamics. Research and theory, 2nd edn. Row, Peterson and Company, Evanstone
Choi D, Kim H, Kim J (1999) Toward the construction of fun computer games: differences in the views of developers and players. Pers Technol 3:92–104
Csikszentmihalyi M (1975) Beyond boredom and anxiety. Jossey-Bass Publisher, San Francisco
Csikszentmihalyi M (1992) Flow. The psychology of happiness. Rider, London
Davenport G, Holmquist LE, Thomas M (1998) Fun: a condition of creative research. IEEE Multimedia 5(3):10–15
Davis FD, Bagozzi RP, Warshaw PR (1992) Extrinsic and intrinsic motivation to use computers in the workplace. J Appl Soc Psychol 22:1111–1132
December J (1996) Units of analysis for Internet communication. J Commun 46(1):14–38
Dreyfus HL, Dreyfus SE, Athanasiou (1986) Mind over machine: the power of human intuition and expertise in the era of the computer. Basil Blackwell, Oxford
Eastin MS, LaRose R (2000) Internet self-efficacy and the psychology of the digital divide. In: JCMC, 6,1. Retrieved April 16, 2001 from the World Wide Web: http://www.ascusc.org/jcmc/vol6/issue1/eastin.html
Freud S (1960) Jokes and their relations to the unconscious. Routledge & Kegan Paul, London
Hassenzhal M, Platz A, Burmester M, Lehner K (2000) Hedonic and ergonomic quality aspects determine a software’s appeal. In: Proceedings of the CHI 2000 conference on human factors in computing systems. Apr 1–6, 2000, The Hague, Netherlands, pp 201–208
Hogg M, Abrams D (1993) Towards a single-process uncertainty-reduction model of social motivation in groups. In: Hogg M, Abrams D (eds) Group motivation. Social psychological perspectives. Harvester Wheatsheaf, New York
Holmquist LE (1997) The right kind of challenge. In: Braa K, Monteiro E (eds) Proceedings of the 20th informations systems research seminar in Scandinavia. IRIS 20. Department of Informatics, University of Oslo
Jensen R (1999) Dream society. The coming shift from information to imagination. McGraw-Hill Book Company, London
Jordan PW (1997) The four pleasures—taking human factors beyond usability. In: Proceedings of the 13th triennial congress of the International Ergonomics Association, vol 2. Finnish Institute for Occupational Health, Helsinki, pp 364–365
Karasek R (1979) Job demands, job decision latitude, and mental strain: implications for job redesign. Adm Sci Q 24:258–307
Karasek R, Theorell T (1990) Healthy work: stress, productivity, and the reconstruction of working life. Basic Books, New York
Laurel B (1991) Computer as theatre. Addison-Wesley, Reading
Ling R (1999) We release them little by little. Maturation and gender identity as seen in the use of mobile telephony, Telenor R&D Report 5/99
Mäkelä A, Battarbee K (1999) It’s fun to do things together: two cases of explorative user studies. Pers Technol 3:137–140
Mäkelä A, Giller V, Tscheligi V, Sefelin R (2000) Joking, storytelling, artsharing, expressing affection: a field trial of how children and their social network communicate with digital images in leisure time. In: Proceedings of the CHI 2000 conference on human factors in computing systems. April 1–6, 2000. The Hague, Netherlands, pp 548–555
Monk AF (2000) User-centred design: the home use challenge. In: Sloane A, van Rijn F (eds) Home informatics and telematics: information technology and society. Kluwer Academic Publishers, Boston, pp 181–190
Nielsen J (1996) Seductive user interface. Retrieved April 12, 2001 from the World Wide Web: http://www.useit.com/papers/seductiveui.html
Oliver RL (1981) Measurement and evaluation of satisfaction in retail settings. J Retail 57 (Fall):25–48
Shneiderman B (1987) Designing the user interface: strategies for effective human-computer interaction. Addison-Wesley Publishing Co., Reading
Skelly T (1995) Seductive interfaces—engaging, not enraging the user. In: Microsoft interactive media conference. Retrieved April 10, 2001 from the World Wide Web: http://www.designhappy.com/sedint/TheMaze.htm
Springel S (1999) The New media paradigm: users as creators of content. Pers Technol 3:153–159
Sonnentag S (1996) Work group factors and individual well-being. In: West MA (ed) Handbook of work group psychology. Wiley, Chichester, pp 345–367
Thackara J (2000) The design challenge of pervasive computing. In: CHI, 2000. Retrieved April 1, 2001 from the World Wide Web: http://www.doorsofperception.com/projects/chi/
Wartella E, O’Keefe B, Scantlin R (2000) Children and interactive media. A compendium of current research and directions for the future. A report to the Markle Foundation. Markle Foundation. Retrieved February 2, 2001 from the World Wide Web: http://www.markle.org/news/digital_kids.pdf
Weilenmann A, Larsson C (2000) Collaborative use of mobile telephones: a field study of Swedish teenagers. In: Proceedings of the 1st Nordic CHI. Stockholm
Zajonc RB (1965) Social facilitation. Science 149:269–274
Acknowledgements
We would like to thank our colleague Anne Lund.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this chapter
Cite this chapter
Brandtzæg, P.B., Følstad, A., Heim, J. (2018). Enjoyment: Lessons from Karasek. In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_21
Download citation
DOI: https://doi.org/10.1007/978-3-319-68213-6_21
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-68212-9
Online ISBN: 978-3-319-68213-6
eBook Packages: Computer ScienceComputer Science (R0)