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Funology - From Usability to Enjoyment, Second Edition, 2018
- Mark Blythe, Andrew Monk:
Funology 2 - From Usability to Enjoyment, Second Edition. Human-Computer Interaction Series, Springer 2018, ISBN 978-3-319-68212-9
Funology 2
- Mark Blythe, Andrew Monk:
Funology 2: Critique, Ideation and Directions. 3-13
"Critique"
- Marc Hassenzahl:
The Thing and I (Summer of '17 Remix). 17-31 - Paul A. Cairns:
Can Games Be More Than Fun? 33-46 - Barry A. T. Brown, Oskar Juhlin:
What Is Pleasure? 47-59 - Doug Zytko, Sukeshini A. Grandhi, Quentin Jones:
The (Un)Enjoyable User Experience of Online Dating Systems. 61-75 - Jeffrey Bardzell, Shaowen Bardzell:
"My Peaceful Vagina Revolution: " A Theory of a Design. 77-91
"Ideation"
- Elizabeth M. Gerber, Florence Fu:
Improv for Designers. 95-110 - John Vines:
Playing with Provocations. 111-128 - Abigail Durrant, Michael Golembewski, David S. Kirk:
Sketching the Polyphonic Design Space of Theme Parks. 129-155 - Ben Kirman, Joseph Lindley
, Mark Blythe, Paul Coulton, Shaun W. Lawson, Conor Linehan, Deborah Maxwell, Dan O'Hara, Miriam Sturdee
, Vanessa Thomas:
Playful Research Fiction: A Fictional Conference. 157-173
"Approaches and Directions"
- Ron Wakkary, William Odom:
Slow, Unaware Things Beyond Interaction. 177-191 - Ylva Fernaeus, Kristina Höök, Anna Ståhl:
Designing for Joyful Movement. 193-207 - Steve Benford, Chris Greenhalgh, Gabriella Giannachi, Brendan Walker
, Joe Marshall, Paul Tennent, Tom Rodden:
Discomfort - The Dark Side of Fun. 209-224 - Ben Kirman, Conor Linehan, Shaun W. Lawson:
Reorienting Geolocation Data Through Mischievous Design. 225-240 - Mark Blythe, Jonathan Hook, Jo Briggs
:
From Evaluation to Crits and Conversation. 241-254
Funology 1
- Mark Blythe, Peter C. Wright:
Introduction to: Funology 1. 259-272
"Theories and Concepts"
- Kees Overbeeke, Tom Djajadiningrat, Caroline Hummels, Stephan Wensveen, Joep W. Frens:
Let's Make Things Engaging. 275-286 - Phoebe Sengers:
The Engineering of Experience. 287-299 - Marc Hassenzahl:
The Thing and I: Understanding the Relationship Between User and Product. 301-313 - Peter C. Wright, John C. McCarthy
, Lisa Meekison:
Making Sense of Experience. 315-330 - Petter Bae Brandtzæg, Asbjørn Følstad, Jan Heim:
Enjoyment: Lessons from Karasek. 331-341 - Darren J. Reed:
Fun on the Phone: The Situated Experience of Recreational Telephone Conferences. 343-357 - John C. McCarthy
, Peter C. Wright:
The Enchantments of Technology. 359-373 - Mark Blythe, Marc Hassenzahl:
The Semantics of Fun: Differentiating Enjoyable Experiences. 375-387
"Methods and Techniques"
- Pieter Desmet:
Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products. 391-404 - John Karat, Clare-Marie Karat:
That's Entertainment! 405-418 - Randy J. Pagulayan, Keith R. Steury, Bill Fulton, Ramon L. Romero:
Designing for Fun: User-Testing Case Studies. 419-433 - Kristina Andersen, Margot Jacobs, Laura Polazzi:
Playing Games in the Emotional Space. 435-449 - Alan J. Dix:
Deconstructing Experience: Pulling Crackers Apart. 451-467 - Richard Hull, Jo Reid:
Designing Engaging Experiences with Children and Artists. 469-478 - Antonio Rizzo, Patrizia Marti, Françoise Decortis, Job Rutgers, Paul Thursfield:
Building Narrative Experiences for Children Through Real Time Media Manipulation: POGO World. 479-492
"Case Studies in Design"
- Sara Ljungblad, Tobias Skog, Lars Erik Holmquist:
From Usable to Enjoyable Information Displays. 495-506 - Mary Beth Rosson, John M. Carroll:
Fun for All: Promoting Engagement and Participation in Community Programming Projects. 507-518 - Jonathan Sykes, Richard Wiseman:
Deconstructing Ghosts. 519-524 - Jennica Falk:
Interfacing the Narrative Experience. 525-534 - Erik Blankinship, Pilapa Esara Carroll:
Whose Line Is It Anyway? Enabling Creative Appropriation of Television. 535-541 - Caroline Hummels, Kees Overbeeke, Aadjan J. C. van der Helm:
The Interactive Installation ISH: In Search of Resonant Human Product Interaction. 543-553 - Stephan Wensveen, Kees Overbeeke:
Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction. 555-561
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