TY - CHAP
T1 - Amateur Musicians, Long-Term Engagement, and HCI
AU - Wallis, Isaac
AU - Ingalls, Todd
AU - Campana, Ellen
AU - Vuong, Catherine
N1 - Funding Information: Acknowledgments The material in this chapter is partially supported by the National Science Foundation CISE Infrastructure grant under Grant No. 0403428 and IGERT Grant No. 0504647. Thanks to Kristi Rogers for her helpful comments. Publisher Copyright: © 2013, Springer-Verlag London.
PY - 2013
Y1 - 2013
N2 - Musical instruments have a property of long-term engagement: people frequently become so engaged with them that they practice and play them for years, despite receiving no compensation other than enjoyment. We examine this phenomenon by analysing how the intrinsic motives mastery, autonomy, and purpose are built into the design of musical instruments; because, according to the self-determination theory of motivation, these three motives impact whether an activity might be found enjoyable. This analysis resulted in the identification of seven abstract qualities, inherent to the activity of music making or to the design of musical instruments, which contribute to the three intrinsic motives. These seven qualities can be treated as heuristics for the design of human-computer interfaces that have long-term engagement. These heuristics can be used throughout the design process, from the preliminary stage of idea generation to the evaluation stage of finished prototypes. Interfaces with instrument-like long-term engagement would be useful in many applications, both inside and outside the realm of music: they seem particularly suited for applications based on the attainment of long-term goals, which can be found in fields such as physical fitness, rehabilitation, education, and many others. In this chapter, we discuss an interface prototype we created and its pending evaluation. This interface, a rehabilitative rhythm game, serves as a case study showing how the heuristics might be used during the design process.
AB - Musical instruments have a property of long-term engagement: people frequently become so engaged with them that they practice and play them for years, despite receiving no compensation other than enjoyment. We examine this phenomenon by analysing how the intrinsic motives mastery, autonomy, and purpose are built into the design of musical instruments; because, according to the self-determination theory of motivation, these three motives impact whether an activity might be found enjoyable. This analysis resulted in the identification of seven abstract qualities, inherent to the activity of music making or to the design of musical instruments, which contribute to the three intrinsic motives. These seven qualities can be treated as heuristics for the design of human-computer interfaces that have long-term engagement. These heuristics can be used throughout the design process, from the preliminary stage of idea generation to the evaluation stage of finished prototypes. Interfaces with instrument-like long-term engagement would be useful in many applications, both inside and outside the realm of music: they seem particularly suited for applications based on the attainment of long-term goals, which can be found in fields such as physical fitness, rehabilitation, education, and many others. In this chapter, we discuss an interface prototype we created and its pending evaluation. This interface, a rehabilitative rhythm game, serves as a case study showing how the heuristics might be used during the design process.
KW - Extrinsic Incentive
KW - Instrument Playing
KW - Intrinsic Motive
KW - Musical Instrument
KW - Video Game
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U2 - 10.1007/978-1-4471-2990-5_3
DO - 10.1007/978-1-4471-2990-5_3
M3 - Chapter
T3 - Springer Series on Cultural Computing
SP - 49
EP - 66
BT - Springer Series on Cultural Computing
PB - Springer
ER -