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Empathy and experience in HCI
Open accessAbstract
For a decade HCI researchers and practitioners have been developing methods, practices and designs 'for the full range of human experience'. On the one hand, a variety of approaches to design, such as aesthetic, affective, and ludic that emphasize particular qualities and contexts of experience and particular approaches to intervening in interactive experience have become focal. On the other, a variety of approaches to understanding users and user experience, based on narrative, biography, and role-play have been developed and deployed. These developments can be viewed in terms of one of the seminal commitments of HCI, 'to know the user'. Empathy has been used as a defining characteristic of designer-user relationships when design is concerned with user experience. In this article, we use 'empathy' to help position some emerging design and user-experience methodologies in terms of dynamically shifting relationships between designers, users, and artefacts.
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“Designers can express their empathy by using high-impact graphs (62) and creating scenarios (64).”
From Digital Therapeutic Alliance With Fully Automated Mental Health Smartphone Apps: A Narrative Review (2022) · cites this paper as [64]
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- Koskinen , I. Mattelmäki , T. and Battarbee , K . (eds.). Empathic Design: User Experience in Product Design . IT-Press , Helsinki , 2003 . Koskinen, I. Mattelmäki, T. and Battarbee, K. (eds.). Empathic Design: User Experience in Product Design. IT-Press, Helsinki, 2003.
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Metadata
- Authors
- Wright, P., & McCarthy, J.
- Affiliations
- Sheffield Hallam University (GB)
- University College Cork (IE)
- ORCID
- Wright, Peter
- Venue
- Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Published
- 2008-04-06
- Pages
- 637-646
- OpenAlex
- W1965931250
- Cited by
- 473
- References
- 60
- Citations by year
- 2026: 11 · 2025: 77 · 2024: 28 · 2023: 23 · 2022: 30 · 2021: 32 · 2020: 28 · 2019: 23 · 2018: 30 · 2017: 23 · 2016: 28 · 2015: 22 · 2014: 27 · 2013: 20 · 2012: 25
- FWCI
- 11.83
- Type
- conference paper
- Language
- en
- Open access
- green
- doi.org
- Locations
- CHI Conference on Human Factors in Computing Systems (publishedVersion)
- Newcastle University ePrints (Newcastle Univesity)
- Funders
- Engineering and Physical Sciences Research Council
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Physical Sciences › Computer Science › Human-Computer Interaction › Usability and User Interface Design
- Physical Sciences › Computer Science › Human-Computer Interaction › Persona Design and Applications
- Keywords
- empathy, user experience, designer-user relationship, affective design, aesthetic design, ludic design, narrative, role play, design methodology, artifacts
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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