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Funology - From Usability to Enjoyment
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Funology - From Usability to Enjoyment
von: M.A. Blythe, K. Overbeeke, A.F. Monk, P.C. Wright
Springer-Verlag, 2006
ISBN: 9781402029677
294 Seiten, Download: 5000 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: A (einfacher Zugriff)

 

 
eBook anfordern
Inhaltsverzeichnis

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


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