Zusammenfassung
Noch in den 1990er-Jahren ging es bei der Gestaltung interaktiver Produkte hauptsächlich um das Sicherstellen der effektiven und effizienten Aufgabenerledigung. Interaktive Produkte wurden primär als Werkzeuge verstanden. Eine kognitionspsychologische Perspektive dominierte die Gestaltung interaktiver Produkte (Kap. 1). Dies führte für Praktiker mit psychologischem Hintergrund zu einem Arbeitsalltag, der sich weitestgehend im Aufspüren und Beheben von Nutzungsproblemen (Usability Problems, Usability Defects) erschöpfte, wie beispielsweise das im ▶ Kasten „Finde das Problem!“ beschriebene Nutzungsproblem beim Kaufen einer Fahrkarte.
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Hassenzahl, M., Diefenbach, S. (2017). Vom interaktiven Produkt zum positiven Erlebnis. In: Psychologie in der nutzerzentrierten Produktgestaltung. Die Wirtschaftspsychologie. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-53026-9_2
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