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Funology 2 [2018]

3
Funology 2: Critique, Ideation and Directions
17
The Thing and I (Summer of ’17 Remix)
33
Can Games Be More Than Fun?
47
What Is Pleasure?
61
The (Un)Enjoyable User Experience of Online Dating Systems
77
“My Peaceful Vagina Revolution:” A Theory of a Design
95
Improv for Designers
111
Playing with Provocations
129
Sketching the Polyphonic Design Space of Theme Parks
157
Playful Research Fiction: A Fictional Conference
177
Slow, Unaware Things Beyond Interaction
193
Designing for Joyful Movement
209
Discomfort—The Dark Side of Fun
225
Reorienting Geolocation Data Through Mischievous Design
241
From Evaluation to Crits and Conversation
259
Introduction to: Funology 1
275
Let’s Make Things Engaging
287
The Engineering of Experience
301
The Thing and I: Understanding the Relationship Between User and Product
315
Making Sense of Experience
331
Enjoyment: Lessons from Karasek
343
Fun on the Phone: The Situated Experience of Recreational Telephone Conferences
359
The Enchantments of Technology
375
The Semantics of Fun: Differentiating Enjoyable Experiences
391
Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products
405
That’s Entertainment!
419
Designing for Fun: User-Testing Case Studies
435
Playing Games in the Emotional Space
451
Deconstructing Experience: Pulling Crackers Apart
469
Designing Engaging Experiences with Children and Artists
479
Building Narrative Experiences for Children Through Real Time Media Manipulation: POGO World
495
From Usable to Enjoyable Information Displays
507
Fun for All: Promoting Engagement and Participation in Community Programming Projects
519
Deconstructing Ghosts
525
Interfacing the Narrative Experience
535
Whose Line Is It Anyway? Enabling Creative Appropriation of Television
543
The Interactive Installation ISH: In Search of Resonant Human Product Interaction
555
Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction
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