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Contents |
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PREFACE - HOW TO USE THIS BOOK |
8 |
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FOREWORD BY PATRICK W. JORDAN |
12 |
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INTRODUCTION BY MARK BLYTHE AND PETER WRIGHT |
14 |
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SECTION ONE: THEORIES AND CONCEPTS |
21 |
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CHAPTER 1 LET'S MAKE THINGS ENGAGING |
27 |
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1. INTRODUCTION |
27 |
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2. WHAT IS WRONG? |
28 |
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3. HOW DO WE SEE IT? |
29 |
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4. HOW DO WE DO IT? |
30 |
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5. CONCLUSIONS |
36 |
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6. ACKNOWLEDGEMENT |
37 |
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7. REFERENCES |
37 |
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CHAPTER 2 THE ENGINEERING OF EXPERIENCE |
39 |
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1. FUN IS THE DREGS OF ENGINEERING EXPERIENCE |
39 |
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2. COMPUTER SCIENCE IS COMPUTATIONAL TAYLORISM (BUT DOESN’T NEED TO BE) |
40 |
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3. THINK BEYOND BOTH WORK AND FUN |
41 |
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4. SOME EXPERIENCES DESIGNING EXPERIENCES |
41 |
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5. HOW TO DESIGN EXPERIENCE |
45 |
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6. THE ENGINEERING OF EVERYDAY LIFE, OR WHERE’S THE FUN? |
47 |
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7. DON’T JUST ENGINEER - LEARN TO LOVE COMPLEXITY AND SPEAK ITS LANGUAGE |
48 |
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8. ACKNOWLEDGEMENTS |
48 |
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9. REFERENCES |
48 |
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CHAPTER 3 THE THING AND I: UNDERSTANDING THE RELATIONSHIP BETWEEN USER AND PRODUCT |
51 |
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1. INTRODUCTION |
51 |
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2. A MODEL OF USER EXPERIENCE |
51 |
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3. SUMMARY AND CONCLUSION |
61 |
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4. ACKNOWLEDGEMENTS |
61 |
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5. REFERENCES |
61 |
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CHAPTER 4 MAKING SENSE OF EXPERIENCE |
63 |
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1. INTRODUCTION |
63 |
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2. CONCEPTUALISING EXPERIENCE |
64 |
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3. THE FRAMEWORK |
66 |
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4. THE FRAMEWORK IN USE |
70 |
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5. CONCLUSIONS |
72 |
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6. REFERENCES |
72 |
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CHAPTER 5 ENJOYMENT: LESSONS FROM KARASEK |
75 |
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1. INTRODUCTION |
75 |
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2. DEMANDS AND ENJOYMENT: CHALLENGE AND VARIATION |
76 |
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3. DECISION LATITUDE AND ENJOYMENT: SKILL DISCRETION AND DECISON AUTHORITY |
79 |
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4. SOCIAL SUPPORT AS ENJOYMENT: CO-ACTIVITY AND SOCIAL COHESION |
80 |
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5. CONCLUSION |
82 |
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6. ACKNOWLEDGEMENT |
83 |
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7. REFERENCES |
83 |
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CHAPTER 6 FUN ON THE PHONE: THE SITUATED EXPERIENCE OF RECREATIONAL TELEPHONE CONFERENCES |
87 |
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1. INTRODUCTION |
87 |
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2. FUN AS SITUATED EXPERIENCE |
87 |
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3. ANALYSING FUN ON THE PHONE |
92 |
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4. CONCLUSION |
98 |
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5. FOOTNOTES |
99 |
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6. REFERENCES |
99 |
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CHAPTER 7 THE ENCHANTMENTS OF TECHNOLOGY |
101 |
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1. INTRODUCTION |
101 |
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2. WHAT DO WE MEAN BY ENCHANTMENT? |
102 |
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3. ENCHANTMENTS OF TECHNOLOGY |
104 |
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4. ENCHANTMENT IN THE SPACE OF PUBLIC APPEARANCE |
107 |
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5. REFERENCES |
110 |
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CHAPTER 8 THE SEMANTICS OF FUN: DIFFERENTIATING ENJOYABLE EXPERIENCES |
111 |
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1. INTRODUCTION |
111 |
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2. PLEASURE FROM A PSYCHOLOGICAL PERSPECTIVE: FLOW |
111 |
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3. THE POLITICS OF FUN |
112 |
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4. CONTEXT DEPENDENCY |
114 |
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5. THE EXPERIENCE OF FUN AND PLEASURE |
115 |
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6. CONCLUSION |
120 |
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7. REFERENCES |
120 |
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SECTION TWO: METHODS AND TECHNIQUES |
121 |
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USER EMPOWERMENT AND THE FUN FACTOR |
123 |
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INTRODUCTION TO SECTION 2 |
127 |
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CHAPTER 9 MEASURING EMOTION: DEVELOPMENT AND APPLICATION OF AN INSTRUMENT TO MEASURE EMOTIONAL RESPONSES TO PRODUCTS |
131 |
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1. INTRODUCTION |
131 |
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2. APPROACHES TO MEASURE EMOTION |
131 |
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3. THE PRODUCT EMOTION MEASUREMENT INSTRUMENT |
134 |
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4. CROSS-CULTURAL APPLICATION |
138 |
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5. DISCUSSION |
141 |
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6. ACKNOWLEDGEMENTS |
142 |
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7. REFERENCES |
142 |
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CHAPTER 10 THAT’S ENTERTAINMENT! |
145 |
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1. INTRODUCTION |
145 |
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2. METHOD |
147 |
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3. RESULTS |
152 |
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4. DISCUSSION AND CONCLUSIONS |
155 |
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5. REFERENCES |
156 |
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CHAPTER 11 DESIGNING FOR FUN: USER-TESTING CASE STUDIES |
157 |
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1. INTRODUCTION |
157 |
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2. CASE STUDIES |
158 |
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3. CONCLUSION |
168 |
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4. ACKNOWLEDGMENTS |
170 |
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5. REFERENCES |
170 |
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CHAPTER 12 PLAYING GAMES IN THE EMOTIONAL SPACE |
171 |
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1. INTRODUCTION |
171 |
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2. FARAWAY |
172 |
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3. ANOTHER REALITY |
173 |
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4. DESIGNING THE GAMES |
174 |
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5. THE IF ONLY GAMES |
174 |
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6. CONCLUSIONS |
181 |
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7. REFERENCES |
183 |
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CHAPTER 13 DECONSTRUCTING EXPERIENCE: PULLING CRACKERS APART |
185 |
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1. WORDS |
185 |
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2. PICTURES |
187 |
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3. CRACKERS |
190 |
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4. EXPERIENCE |
192 |
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5. REFLECTION |
195 |
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6. DISTILLATION |
196 |
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7. ACKNOWLEDGEMENTS |
197 |
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8. NOTES |
197 |
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9. REFERENCES |
198 |
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CHAPTER 14 DESIGNING ENGAGING EXPERIENCES WITH CHILDREN AND ARTISTS |
199 |
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1. INTRODUCTION |
199 |
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2. ZAP SCAN |
199 |
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3. A WALK IN THE WIRED WOODS |
201 |
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4. SOUNDSCAPE WORKSHOPS |
203 |
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5. DISCUSSION |
205 |
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6. REFERENCES |
207 |
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CHAPTER 15 BUILDING NARRATIVE EXPERIENCES FOR CHILDREN THROUGH REAL TIME MEDIA MANIPULATION: POGO WORLD |
209 |
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1. INTRODUCTION |
209 |
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2. NARRATIVE ACTIVITY IN CLASSROOM |
210 |
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3. POGO WORLD |
211 |
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4. THE EVALUATION OF POGO |
215 |
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5. CONCLUSIONS |
218 |
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6. ACKNOWLEDGEMENTS |
219 |
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7. REFERENCES |
219 |
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SECTION THREE: CASE STUDIES IN DESIGN |
221 |
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INTRODUCTION TO SECTION 3 |
223 |
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CHAPTER 16 THE JOY OF TELEPHONY: DESIGNING APPEALING INTERACTIONS |
225 |
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1. TELEPHONY – EASY AND FUN TO USE? |
225 |
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2. EASYCOM – TELEPHONY MADE EASY |
225 |
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3. FUN OF USE BOOSTS PRODUCTIVITY AND SALES |
226 |
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4. REAL GRAPHICAL INTERFACES MAKE MORE FUN |
227 |
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5. USERS ARE INDIVIDUALS |
228 |
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6. TELEPHONY – LIKE PLAYING A GAME |
230 |
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7. CONCLUSIONS |
230 |
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8. REFERENCES |
231 |
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CHAPTER 17 FROM USABLE TO ENJOYABLE INFORMATION DISPLAYS |
233 |
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1. INTRODUCTION |
233 |
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2. A CASE STUDY OF INFORMATIVE ART |
236 |
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3. CONCLUSION |
240 |
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4. REFERENCES |
240 |
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CHAPTER 18 FUN FOR ALL: PROMOTING ENGAGEMENT AND PARTICIPATION IN COMMUNITY PROGRAMMING PROJECTS |
243 |
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1. INTRODUCTION |
243 |
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2. THE COMMUNITYSIMS PROJECT |
244 |
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3. PARTICIPANT REACTIONS |
246 |
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4. DISCUSSION AND FUTURE WORK |
250 |
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5. ACKNOWLEDGEMENTS |
251 |
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6. REFERENCES |
251 |
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CHAPTER 19 STORYTELLING & CONVERSATION TO IMPROVE THE FUN FACTOR IN SOFTWARE APPLICATIONS |
253 |
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1. INTRODUCTION |
253 |
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2. CONVERSATION AND NARRATION AS HUMAN-CENTRED STRUCTURES OF INFORMATION |
253 |
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3. CONVERSATION MODELLING IN USER INTERFACES |
254 |
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4. INTERACTIVE STORYTELLING FOR PROVIDING INFORMATION |
255 |
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5. THE 'GEIST' PROJECT |
258 |
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6. CONCLUSION |
260 |
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7. REFERENCES |
260 |
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CHAPTER 20 DECONSTRUCTING GHOSTS |
263 |
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1. FEAR IS FUN |
263 |
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2. THE VIRTUAL VAULTS |
264 |
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3. ACKNOWLEDGMENTS |
267 |
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4. REFERENCES |
267 |
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CHAPTER 21 INTERFACING THE NARRATIVE EXPERIENCE |
269 |
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1. INTRODUCTION |
269 |
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2. LIVE ROLE-PLAYING GAMES |
270 |
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3. LRP CASE STUDY |
271 |
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4. PRINCIPLES FOR DESIGN |
273 |
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5. CONCLUSION |
275 |
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6. ACKNOWLEDGEMENTS |
276 |
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7. REFERENCES |
276 |
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CHAPTER 22 WHOSE LINE IS IT ANYWAY? ENABLING CREATIVE APPROPRIATION OF TELEVISION |
277 |
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1. INTRODUCTION |
277 |
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2. TO BOLDLY GO… |
279 |
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3. DISCUSSION |
281 |
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4. ACKNOWLEDGMENTS |
282 |
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5. REFERENCES |
282 |
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CHAPTER 23 THE INTERACTIVE INSTALLATION ISH: IN SEARCH OF RESONANT HUMAN PRODUCT INTERACTION |
285 |
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1. THE HUMAN AS A WHOLE |
285 |
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2. RESONANCE |
286 |
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3. A DESIGN EXAMPLE: THE INTERACTIVE INSTALLATION CALLED ISH |
288 |
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4. EVALUATION ISH AND CONCLUSIONS WITH RESPECT TO RESONANCE |
293 |
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5. ACKNOWLEDGEMENTS |
294 |
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6. REFERENCES |
294 |
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CHAPTER 24 FUN WITH YOUR ALARM CLOCK: DESIGNING FOR ENGAGING EXPERIENCES THROUGH EMOTIONALLY RICH INTERACTION |
295 |
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INTEGRATED BIBLIOGRAPHY |
303 |
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