Funology

by ; ; ;
Format: Hardcover
Pub. Date: 2003-07-01
Publisher(s): Springer-Nature New York Inc
List Price: $279.99

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Summary

This book reflects the move in Human Computer Interaction studies from standard usability concerns towards a wider set of problems to do with fun, enjoyment, aesthetics and the experience of use. Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability. This book is a first step towards that. It brings together a range of researchers from academia and industry to provide answers. Contributors include Alan Dix, Jacob Nielsen and Mary Beth Rosson as well as a number of other researchers from academia and industry.

Table of Contents

Authors and Affiliationsp. iii
Preface - How to Use this Bookp. vii
Forewordp. xi
Introduction - From Usability to Enjoymentp. xiii
Theories and Concepts
Introduction to Section 1p. 3
Let's Make Things Engagingp. 7
The Engineering of Experiencep. 19
The Thing and I: Understanding the Relationship Between User and Productp. 31
Making Sense of Experiencep. 43
Enjoyment: Lessons from Karasekp. 55
Fun on the Phone: The Situated Experience of Recreational Telephone Conferencesp. 67
The Enchantments of Technologyp. 81
The Semantics of Fun: Differentiating Enjoyable Experiencesp. 91
Methods and Techniques
User Empowerment and the Fun Factor: An interview with Jakob Nielsenp. 103
Introduction to Section 2p. 107
Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Productsp. 111
That's Entertainment!p. 125
Designing for Fun: User-Testing Case Studiesp. 137
Playing Games in the Emotional Spacep. 151
Deconstructing Experience: Pulling Crackers Apartp. 165
Designing Engaging Experiences with Children and Artistsp. 179
Building Narrative Experiences for Children Through Real Time Media Manipulation: POGO Worldp. 189
Case Studies in Design
Introduction to Section 3p. 203
The Joy of Telephony: Designing Appealing Interactionsp. 205
From Usable to Enjoyable Information Displaysp. 213
Fun for All: Promoting Engagement and Participation in Community Programming Projectsp. 223
Storytelling & Conversation to Improve the Fun Factor in Software Applicationsp. 233
Deconstructing Ghostsp. 243
Interfacing the Narrative Experiencep. 249
Whose Line is it Anyway? Enabling Creative Appropriation of Televisionp. 257
The Interactive Installation ISH: in Search of Resonant Human Product Interactionp. 265
Fun with Your Alarm Clock: Designing for Engaging Experiences through Emotionally Rich Interactionp. 275
Integrated Bibliographyp. 283
Table of Contents provided by Ingram. All Rights Reserved.

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