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Contents
6
PREFACE - HOW TO USE THIS BOOK
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FOREWORD BY PATRICK W. JORDAN
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INTRODUCTION BY MARK BLYTHE AND PETER WRIGHT
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SECTION ONE: THEORIES AND CONCEPTS
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CHAPTER 1 LET'S MAKE THINGS ENGAGING
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1. INTRODUCTION
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2. WHAT IS WRONG?
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3. HOW DO WE SEE IT?
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4. HOW DO WE DO IT?
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5. CONCLUSIONS
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6. ACKNOWLEDGEMENT
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7. REFERENCES
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CHAPTER 2 THE ENGINEERING OF EXPERIENCE
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1. FUN IS THE DREGS OF ENGINEERING EXPERIENCE
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2. COMPUTER SCIENCE IS COMPUTATIONAL TAYLORISM (BUT DOESN’T NEED TO BE)
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3. THINK BEYOND BOTH WORK AND FUN
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4. SOME EXPERIENCES DESIGNING EXPERIENCES
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5. HOW TO DESIGN EXPERIENCE
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6. THE ENGINEERING OF EVERYDAY LIFE, OR WHERE’S THE FUN?
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7. DON’T JUST ENGINEER - LEARN TO LOVE COMPLEXITY AND SPEAK ITS LANGUAGE
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8. ACKNOWLEDGEMENTS
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9. REFERENCES
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CHAPTER 3 THE THING AND I: UNDERSTANDING THE RELATIONSHIP BETWEEN USER AND PRODUCT
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1. INTRODUCTION
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2. A MODEL OF USER EXPERIENCE
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3. SUMMARY AND CONCLUSION
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4. ACKNOWLEDGEMENTS
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5. REFERENCES
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CHAPTER 4 MAKING SENSE OF EXPERIENCE
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1. INTRODUCTION
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2. CONCEPTUALISING EXPERIENCE
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3. THE FRAMEWORK
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4. THE FRAMEWORK IN USE
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5. CONCLUSIONS
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6. REFERENCES
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CHAPTER 5 ENJOYMENT: LESSONS FROM KARASEK
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1. INTRODUCTION
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2. DEMANDS AND ENJOYMENT: CHALLENGE AND VARIATION
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3. DECISION LATITUDE AND ENJOYMENT: SKILL DISCRETION AND DECISON AUTHORITY
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4. SOCIAL SUPPORT AS ENJOYMENT: CO-ACTIVITY AND SOCIAL COHESION
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5. CONCLUSION
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6. ACKNOWLEDGEMENT
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7. REFERENCES
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CHAPTER 6 FUN ON THE PHONE: THE SITUATED EXPERIENCE OF RECREATIONAL TELEPHONE CONFERENCES
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1. INTRODUCTION
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2. FUN AS SITUATED EXPERIENCE
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3. ANALYSING FUN ON THE PHONE
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4. CONCLUSION
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5. FOOTNOTES
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6. REFERENCES
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CHAPTER 7 THE ENCHANTMENTS OF TECHNOLOGY
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1. INTRODUCTION
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2. WHAT DO WE MEAN BY ENCHANTMENT?
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3. ENCHANTMENTS OF TECHNOLOGY
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4. ENCHANTMENT IN THE SPACE OF PUBLIC APPEARANCE
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5. REFERENCES
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CHAPTER 8 THE SEMANTICS OF FUN: DIFFERENTIATING ENJOYABLE EXPERIENCES
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1. INTRODUCTION
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2. PLEASURE FROM A PSYCHOLOGICAL PERSPECTIVE: FLOW
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3. THE POLITICS OF FUN
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4. CONTEXT DEPENDENCY
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5. THE EXPERIENCE OF FUN AND PLEASURE
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6. CONCLUSION
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7. REFERENCES
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SECTION TWO: METHODS AND TECHNIQUES
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USER EMPOWERMENT AND THE FUN FACTOR
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INTRODUCTION TO SECTION 2
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CHAPTER 9 MEASURING EMOTION: DEVELOPMENT AND APPLICATION OF AN INSTRUMENT TO MEASURE EMOTIONAL RESPONSES TO PRODUCTS
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1. INTRODUCTION
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2. APPROACHES TO MEASURE EMOTION
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3. THE PRODUCT EMOTION MEASUREMENT INSTRUMENT
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4. CROSS-CULTURAL APPLICATION
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5. DISCUSSION
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6. ACKNOWLEDGEMENTS
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7. REFERENCES
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CHAPTER 10 THAT’S ENTERTAINMENT!
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1. INTRODUCTION
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2. METHOD
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3. RESULTS
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4. DISCUSSION AND CONCLUSIONS
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5. REFERENCES
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CHAPTER 11 DESIGNING FOR FUN: USER-TESTING CASE STUDIES
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1. INTRODUCTION
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2. CASE STUDIES
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3. CONCLUSION
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4. ACKNOWLEDGMENTS
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5. REFERENCES
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CHAPTER 12 PLAYING GAMES IN THE EMOTIONAL SPACE
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1. INTRODUCTION
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2. FARAWAY
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3. ANOTHER REALITY
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4. DESIGNING THE GAMES
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5. THE IF ONLY GAMES
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6. CONCLUSIONS
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7. REFERENCES
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CHAPTER 13 DECONSTRUCTING EXPERIENCE: PULLING CRACKERS APART
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1. WORDS
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2. PICTURES
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3. CRACKERS
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4. EXPERIENCE
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5. REFLECTION
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6. DISTILLATION
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7. ACKNOWLEDGEMENTS
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8. NOTES
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9. REFERENCES
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CHAPTER 14 DESIGNING ENGAGING EXPERIENCES WITH CHILDREN AND ARTISTS
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1. INTRODUCTION
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2. ZAP SCAN
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3. A WALK IN THE WIRED WOODS
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4. SOUNDSCAPE WORKSHOPS
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5. DISCUSSION
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6. REFERENCES
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CHAPTER 15 BUILDING NARRATIVE EXPERIENCES FOR CHILDREN THROUGH REAL TIME MEDIA MANIPULATION: POGO WORLD
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1. INTRODUCTION
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2. NARRATIVE ACTIVITY IN CLASSROOM
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3. POGO WORLD
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4. THE EVALUATION OF POGO
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5. CONCLUSIONS
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6. ACKNOWLEDGEMENTS
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7. REFERENCES
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SECTION THREE: CASE STUDIES IN DESIGN
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INTRODUCTION TO SECTION 3
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CHAPTER 16 THE JOY OF TELEPHONY: DESIGNING APPEALING INTERACTIONS
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1. TELEPHONY – EASY AND FUN TO USE?
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2. EASYCOM – TELEPHONY MADE EASY
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3. FUN OF USE BOOSTS PRODUCTIVITY AND SALES
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4. REAL GRAPHICAL INTERFACES MAKE MORE FUN
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5. USERS ARE INDIVIDUALS
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6. TELEPHONY – LIKE PLAYING A GAME
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7. CONCLUSIONS
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8. REFERENCES
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CHAPTER 17 FROM USABLE TO ENJOYABLE INFORMATION DISPLAYS
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1. INTRODUCTION
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2. A CASE STUDY OF INFORMATIVE ART
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3. CONCLUSION
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4. REFERENCES
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CHAPTER 18 FUN FOR ALL: PROMOTING ENGAGEMENT AND PARTICIPATION IN COMMUNITY PROGRAMMING PROJECTS
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1. INTRODUCTION
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2. THE COMMUNITYSIMS PROJECT
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3. PARTICIPANT REACTIONS
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4. DISCUSSION AND FUTURE WORK
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5. ACKNOWLEDGEMENTS
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6. REFERENCES
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CHAPTER 19 STORYTELLING & CONVERSATION TO IMPROVE THE FUN FACTOR IN SOFTWARE APPLICATIONS
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1. INTRODUCTION
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2. CONVERSATION AND NARRATION AS HUMAN-CENTRED STRUCTURES OF INFORMATION
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3. CONVERSATION MODELLING IN USER INTERFACES
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4. INTERACTIVE STORYTELLING FOR PROVIDING INFORMATION
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5. THE 'GEIST' PROJECT
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6. CONCLUSION
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7. REFERENCES
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CHAPTER 20 DECONSTRUCTING GHOSTS
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1. FEAR IS FUN
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2. THE VIRTUAL VAULTS
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3. ACKNOWLEDGMENTS
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4. REFERENCES
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CHAPTER 21 INTERFACING THE NARRATIVE EXPERIENCE
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1. INTRODUCTION
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2. LIVE ROLE-PLAYING GAMES
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3. LRP CASE STUDY
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4. PRINCIPLES FOR DESIGN
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5. CONCLUSION
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6. ACKNOWLEDGEMENTS
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7. REFERENCES
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CHAPTER 22 WHOSE LINE IS IT ANYWAY? ENABLING CREATIVE APPROPRIATION OF TELEVISION
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1. INTRODUCTION
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2. TO BOLDLY GO…
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3. DISCUSSION
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4. ACKNOWLEDGMENTS
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5. REFERENCES
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CHAPTER 23 THE INTERACTIVE INSTALLATION ISH: IN SEARCH OF RESONANT HUMAN PRODUCT INTERACTION
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1. THE HUMAN AS A WHOLE
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2. RESONANCE
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3. A DESIGN EXAMPLE: THE INTERACTIVE INSTALLATION CALLED ISH
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4. EVALUATION ISH AND CONCLUSIONS WITH RESPECT TO RESONANCE
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5. ACKNOWLEDGEMENTS
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6. REFERENCES
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CHAPTER 24 FUN WITH YOUR ALARM CLOCK: DESIGNING FOR ENGAGING EXPERIENCES THROUGH EMOTIONALLY RICH INTERACTION
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INTEGRATED BIBLIOGRAPHY
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