In the origins of software engineering, good software was primarily characterized by features like efficient and correct use. As technology advanced computer systems began to be used by a wider audience. Graphical user interfaces were invented and with their advent the field of "usability" emerged, which focuses on ease of use for software products. Today computer systems are ubiquitous. People use them for work, leisure, social interactions, etc. Software has highly matured over the last years and while usability is an important aspect of our interactions with digital artifacts, it does not capture what users nowadays look for in software products: more meaningful and memorable experiences. Concepts of user experience (UX) and interaction aesthetics go beyond mere usability considerations and look upon the software interaction more holistically. They focus on the user, his or her context and the elicited experience. Experiential qualities in this context describe characteristics of the user experience in the interaction with a product. The goal of this work is to create a catalog of such experiential qualities, which promote a more meaningful and memorable experience. For that purpose the current state of the art is assessed through literature review of the fields of UX, (visual) aesthetics, interaction aesthetics and game design. Concepts from those areas, which represent experiential qualities, are collected, aggregated and refined until a catalog of eleven concepts is found. This catalog is then applied to an intranet application. Improvements to the interaction are derived from the catalog and implemented. The effects of those improvements are evaluated by conducting open interviews with future end-users, which are transcribed and further evaluated using methods of content analysis. The evaluation showed that the adaptions introduced by the catalog positively influence user experience, but have many side effects as users become more attentive in the interaction.