Abstract

This study proposes a model for experiential interaction design with a business purpose covering a series of interactive activities. The model includes components such as curiosity, motivation, play, and effect as well as their relationships. While the model balances motivation with the effects, continuous rewarding may be necessary to motivate users to continue their interaction until the effects are achieved. Ease of use is also important for designing the interactions. Lastly, the series of interactive activities should be fun. This study summarizes three types of business purposes: donation-oriented, challenge-oriented, and amusement-oriented. The proposed model can be applied to each type of design, but different implementation details serve various effects, such as charity, engagement, and marketing. This study uses real cases to exemplify and explain the model, thus providing a holistic view for experiential interaction design. Future research can probe more in-depth into each component of the model.

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