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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The importance of the peak-end rule for repeated visits to Augmented Play Spaces</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Danića Mast</string-name>
          <email>d.mast@hhs.nl</email>
          <email>d.mast@liacs.leidenuniv.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sanne de Vries</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joost Broekens</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fons Verbeek</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Introduction &amp; Background</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universiteit Leiden</institution>
          ,
          <addr-line>Leiden</addr-line>
          ,
          <country country="NL">the Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>the Hague University of Applied Sciences</institution>
          ,
          <addr-line>the Hague</addr-line>
          ,
          <country country="NL">the Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We propose a research direction into the role of the peak-end rule to engage people into Augmented Play Spaces (APS). The peak(s) and ending of an experience are defining moments for how an experience is remembered afterwards. An important factor contributing to the likelihood of engagement in an APS is a positive previous experience (with the same or a similar system). Augmented Play Spaces (APS), especially (spatial) exertion interfaces and interactive projection mapping installations, have the potential to facilitate social interaction and physical activity. Both are important health goals in current society [9]. Although such systems show promising effects in a lab setting (where participation can be considered obvious), people's engagement depends on many factors. In order to achieve the positive effects of APS, it is important to gain insight in how to persuade people to engage with them.</p>
      </abstract>
      <kwd-group>
        <kwd>Augmented Play Spaces</kwd>
        <kwd>Peak-end rule</kwd>
        <kwd>Experience Design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Within an event, two factors determine someone’s recalled experience [4]; the affective
experience of its peak moments as well as its end, this is known as the ‘peak-end’ rule
(Figure 1) [4,5,13].
2
The peak-end rule has previously been studied in the context of physical pain [8,10],
film clips [8], noise [11], material goods [3], physical exercise [6] and leisure [1].</p>
      <p>Within HCI, researchers have shown that the peak-end rule affects interactive
experiences in casual screen based games [5] and interaction sequences [2].
3</p>
      <p>Conclusion &amp; Further Work
When designing APS, much attention is paid to attracting people to an interface and the
usability and user experience during interaction. Although research shows a difference
between the experience during an event and looking back afterwards (aka. 'the
experiencing self' versus 'the remembering self' [7]).</p>
      <p>The peak(s) and ending of an experience are defining moments for how an
experience is remembered afterwards. And therefore, an important factor in whether someone
wants to experience the same or a similar experience again (Figure 2). This is however
seldom looked at in HCI research.
Our ongoing work focuses on researching the (design) factors that contribute to
engagement with and user experience of APS, within which the peak-end rule could be an
important factor. We aim to gain more insight into this through observations and
multivariate testing of existing APS and (pilot) prototypes.</p>
      <p>Acknowledgements
This PhD research is funded by the Dutch Research Council (NWO) doctoral grant for teachers
(023.013.062) and supervised by Prof. dr. ir. Fons Verbeek (Leiden Institute for Advanced
Computer Science, Universiteit Leiden, the Netherlands), dr. Sanne de Vries (Research Group Healthy
Lifestyle in a Supporting Environment, the Hague University of Applied Sciences, the
Netherlands) and dr. ir. Joost Broekens (Leiden Institute for Advanced Computer Science, Universiteit
Leiden, the Netherlands).
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12.</p>
      <p>Chien-Chung Chen and Yu-Sung Liao. 2019. From satisfaction to satiation: the
gradation model of satiation in casual leisure. Annals of Leisure Research 22, 2: 233–
246.</p>
      <p>Andy Cockburn, Philip Quinn, and Carl Gutwin. 2015. Examining the peak-end effects
of subjective experience. Conference on Human Factors in Computing Systems
Proceedings, Association for Computing Machinery, 357–366.</p>
      <p>Amy M. Do, Alexander V. Rupert, and George Wolford. 2008. Evaluations of
pleasurable experiences: The peak-end rule. Psychonomic Bulletin and Review 15, 1:
96–98.</p>
      <p>Barbara L Fredrickson. 2010. Extracting meaning from past affective experiences: The
importance of peaks, ends, and specific emotions Extracting meaning from past
affective experiences: The importance of peaks, ends, and speci® c emotions. .
Carl Gutwin, Christianne Rooke, Andy Cockburn, Regan L. Mandryk, and Benjamin
Lafreniere. 2016. Peak-end effects on player experience in casual games. Conference on
Human Factors in Computing Systems - Proceedings, Association for Computing
Machinery, 5608–5619.</p>
      <p>Elaine A. Hargreaves and Kate Stych. 2013. Exploring the peak and end rule of past
affective episodes within the exercise context. Psychology of Sport and Exercise 14, 2:
169–178.</p>
      <p>D Kahneman. Thinking, Fast and Slow. .</p>
      <p>Daniel Kahneman, Barbara L. Fredrickson, Charles A. Schreiber, and Donald A.
Redelmeier. 1993. When More Pain Is Preferred to Less: Adding a Better End.
Psychological Science 4, 6: 401–405.</p>
      <p>Danića Mast. 2019. Social interaction in spatial augmented exertion interfaces. CHI
PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human
Interaction in Play, Association for Computing Machinery, Inc, 29–34.</p>
      <p>DA Redelmeier, D Kahneman - Pain, and undefined 1996. Patients’ memories of painful
medical treatments: Real-time and retrospective evaluations of two minimally invasive
procedures. Elsevier.</p>
      <p>Charles A. Schreiber and Daniel Kahneman. 2000. Determinants of the remembered
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      <p>Colin Shaw, Qaalfa Dibeehi, Steven Walden, Colin Shaw, Qaalfa Dibeehi, and Steven</p>
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