Funology: From Usability to Enjoyment: Human–Computer Interaction Series, cartea 3
Editat de M.A. Blythe, K. Overbeeke, A.F. Monk, P.C. Wrighten Limba Engleză Paperback – 13 oct 2004
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.
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Paperback (1) | 1272.61 lei 6-8 săpt. | |
SPRINGER NETHERLANDS – 13 oct 2004 | 1272.61 lei 6-8 săpt. | |
Hardback (1) | 1279.71 lei 6-8 săpt. | |
SPRINGER NETHERLANDS – 31 mar 2003 | 1279.71 lei 6-8 săpt. |
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Specificații
ISBN-13: 9781402029660
ISBN-10: 1402029667
Pagini: 312
Ilustrații: XII, 293 p.
Dimensiuni: 155 x 235 x 23 mm
Greutate: 0.45 kg
Ediția:2003
Editura: SPRINGER NETHERLANDS
Colecția Springer
Seria Human–Computer Interaction Series
Locul publicării:Dordrecht, Netherlands
ISBN-10: 1402029667
Pagini: 312
Ilustrații: XII, 293 p.
Dimensiuni: 155 x 235 x 23 mm
Greutate: 0.45 kg
Ediția:2003
Editura: SPRINGER NETHERLANDS
Colecția Springer
Seria Human–Computer Interaction Series
Locul publicării:Dordrecht, Netherlands
Public țintă
ResearchCuprins
Theories and Concepts.- to Section 1.- Let’s Make Things Engaging.- The Engineering of Experience.- The Thing and I: Understanding the Relationship Between User and Product.- Making Sense of Experience.- Enjoyment: Lessons from Karasek.- Fun on the Phone: The Situated Experience of Recreational Telephone Conferences.- The Enchantments of Technology.- The Semantics of Fun: Differentiating Enjoyable Eeperiences.- Methods and Techniques.- User Empowerment and the Fun Factor.- to Section 2.- Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products.- That’s Entertainment!.- Designing for Fun: User-Testing Case Studies.- Playing Games in the Emotional Space.- Deconstructing Experience: Pulling Crackers Apart.- Designing Engaging Experiences with Children and Artists.- Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World.- Case Studies in Design.- to Section 3.- The Joy of Telephony: Designing Appealing Interactions.- From Usable to Enjoyable Information Displays.- Fun for All: Promoting Engagement and Paraticipation in Community Programming Projects.- Storytelling & Conversation to Improve the Fun Factor in Software Applications.- Deconstructing Ghosts.- Interfacing the Narrative Experience.- Whose Line is It Anyway? Enabling Creative Appropriation of Television.- The Interactive Installation ISH: In Search of Resonant Human Product Interaction.- Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction.
Caracteristici
First step towards 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