Funology

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Release : 2006-03-28
Genre : Computers
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Book Rating : 675/5 ( reviews)

Funology - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Funology write by M.A. Blythe. This book was released on 2006-03-28. Funology available in PDF, EPUB and Kindle. 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.

Engagement Design

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Release : 2020-03-17
Genre : Computers
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Book Rating : 852/5 ( reviews)

Engagement Design - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Engagement Design write by Nelson Zagalo. This book was released on 2020-03-17. Engagement Design available in PDF, EPUB and Kindle. Interactive media designers have been discussing modes to optimize interaction design beyond mere usability. With the arrival of Emotional Design followed by the success of the User Experience (UX) approaches, the discussion continued and augmented. Experience has become a complex buzzword, which is more about the subject’s experience than the product, and this is why it's difficult, or even impossible, to define it in a concise manner. We propose to move the discussion from Experience towards Engagement, to emphasize the design of the relationship between artefacts, contexts and users. Engagement asks for a more concrete type of experience, with specific needs, motives, skills and competences, which can be more clearly worked into the design of artefacts. Engagement also differs from other concepts e.g. fun, enjoyment, happiness or well-being and is open enough to grant freedom to designers in creating their personal world views. To push this new approach, we offer in this book a full model for the design of engagement in interactive media, still believing it can be applied beyond that. The model is arranged around what we call the three engagement streams: Progression, Expression and Relation.

Funology 2

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Release : 2018-08-07
Genre : Computers
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Book Rating : 129/5 ( reviews)

Funology 2 - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Funology 2 write by Mark Blythe. This book was released on 2018-08-07. Funology 2 available in PDF, EPUB and Kindle. How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.

Convergence and Hybrid Information Technology

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Release : 2012-08-21
Genre : Computers
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Book Rating : 927/5 ( reviews)

Convergence and Hybrid Information Technology - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Convergence and Hybrid Information Technology write by Geuk Lee. This book was released on 2012-08-21. Convergence and Hybrid Information Technology available in PDF, EPUB and Kindle. This book constitutes the refereed proceedings of the 6th International Conference on Convergence and Hybrid Information Technology, ICHIT 2012, held in Daejeon, Korea, in August 2012. The 102 revised full papers presented were carefully reviewed and selected from 196 submissions. The papers are organized in topical sections on communications and networking; soft computing and intelligent systems; medical information and bioinformatics; security and safety systems; HCI and data mining; software and hardware engineering; image processing and pattern recognition; robotics and RFID technologies; convergence in information technology; workshop on advanced smart convergence (IWASC).

Fun, Taste, & Games

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Release : 2019-03-12
Genre : Games & Activities
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Book Rating : 354/5 ( reviews)

Fun, Taste, & Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Fun, Taste, & Games write by John Sharp. This book was released on 2019-03-12. Fun, Taste, & Games available in PDF, EPUB and Kindle. Reclaiming fun as a meaningful concept for understanding games and play. “Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.