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Funology - From Usability to Enjoyment

of: M.A. Blythe, K. Overbeeke, A.F. Monk, P.C. Wright

Springer-Verlag, 2006

ISBN: 9781402029677 , 294 Pages

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Funology - From Usability to Enjoyment


 

Contents

6

PREFACE - HOW TO USE THIS BOOK

8

FOREWORD BY PATRICK W. JORDAN

12

INTRODUCTION BY MARK BLYTHE AND PETER WRIGHT

14

SECTION ONE: THEORIES AND CONCEPTS

21

CHAPTER 1 LET'S MAKE THINGS ENGAGING

27

1. INTRODUCTION

27

2. WHAT IS WRONG?

28

3. HOW DO WE SEE IT?

29

4. HOW DO WE DO IT?

30

5. CONCLUSIONS

36

6. ACKNOWLEDGEMENT

37

7. REFERENCES

37

CHAPTER 2 THE ENGINEERING OF EXPERIENCE

39

1. FUN IS THE DREGS OF ENGINEERING EXPERIENCE

39

2. COMPUTER SCIENCE IS COMPUTATIONAL TAYLORISM (BUT DOESN’T NEED TO BE)

40

3. THINK BEYOND BOTH WORK AND FUN

41

4. SOME EXPERIENCES DESIGNING EXPERIENCES

41

5. HOW TO DESIGN EXPERIENCE

45

6. THE ENGINEERING OF EVERYDAY LIFE, OR WHERE’S THE FUN?

47

7. DON’T JUST ENGINEER - LEARN TO LOVE COMPLEXITY AND SPEAK ITS LANGUAGE

48

8. ACKNOWLEDGEMENTS

48

9. REFERENCES

48

CHAPTER 3 THE THING AND I: UNDERSTANDING THE RELATIONSHIP BETWEEN USER AND PRODUCT

51

1. INTRODUCTION

51

2. A MODEL OF USER EXPERIENCE

51

3. SUMMARY AND CONCLUSION

61

4. ACKNOWLEDGEMENTS

61

5. REFERENCES

61

CHAPTER 4 MAKING SENSE OF EXPERIENCE

63

1. INTRODUCTION

63

2. CONCEPTUALISING EXPERIENCE

64

3. THE FRAMEWORK

66

4. THE FRAMEWORK IN USE

70

5. CONCLUSIONS

72

6. REFERENCES

72

CHAPTER 5 ENJOYMENT: LESSONS FROM KARASEK

75

1. INTRODUCTION

75

2. DEMANDS AND ENJOYMENT: CHALLENGE AND VARIATION

76

3. DECISION LATITUDE AND ENJOYMENT: SKILL DISCRETION AND DECISON AUTHORITY

79

4. SOCIAL SUPPORT AS ENJOYMENT: CO-ACTIVITY AND SOCIAL COHESION

80

5. CONCLUSION

82

6. ACKNOWLEDGEMENT

83

7. REFERENCES

83

CHAPTER 6 FUN ON THE PHONE: THE SITUATED EXPERIENCE OF RECREATIONAL TELEPHONE CONFERENCES

87

1. INTRODUCTION

87

2. FUN AS SITUATED EXPERIENCE

87

3. ANALYSING FUN ON THE PHONE

92

4. CONCLUSION

98

5. FOOTNOTES

99

6. REFERENCES

99

CHAPTER 7 THE ENCHANTMENTS OF TECHNOLOGY

101

1. INTRODUCTION

101

2. WHAT DO WE MEAN BY ENCHANTMENT?

102

3. ENCHANTMENTS OF TECHNOLOGY

104

4. ENCHANTMENT IN THE SPACE OF PUBLIC APPEARANCE

107

5. REFERENCES

110

CHAPTER 8 THE SEMANTICS OF FUN: DIFFERENTIATING ENJOYABLE EXPERIENCES

111

1. INTRODUCTION

111

2. PLEASURE FROM A PSYCHOLOGICAL PERSPECTIVE: FLOW

111

3. THE POLITICS OF FUN

112

4. CONTEXT DEPENDENCY

114

5. THE EXPERIENCE OF FUN AND PLEASURE

115

6. CONCLUSION

120

7. REFERENCES

120

SECTION TWO: METHODS AND TECHNIQUES

121

USER EMPOWERMENT AND THE FUN FACTOR

123

INTRODUCTION TO SECTION 2

127

CHAPTER 9 MEASURING EMOTION: DEVELOPMENT AND APPLICATION OF AN INSTRUMENT TO MEASURE EMOTIONAL RESPONSES TO PRODUCTS

131

1. INTRODUCTION

131

2. APPROACHES TO MEASURE EMOTION

131

3. THE PRODUCT EMOTION MEASUREMENT INSTRUMENT

134

4. CROSS-CULTURAL APPLICATION

138

5. DISCUSSION

141

6. ACKNOWLEDGEMENTS

142

7. REFERENCES

142

CHAPTER 10 THAT’S ENTERTAINMENT!

145

1. INTRODUCTION

145

2. METHOD

147

3. RESULTS

152

4. DISCUSSION AND CONCLUSIONS

155

5. REFERENCES

156

CHAPTER 11 DESIGNING FOR FUN: USER-TESTING CASE STUDIES

157

1. INTRODUCTION

157

2. CASE STUDIES

158

3. CONCLUSION

168

4. ACKNOWLEDGMENTS

170

5. REFERENCES

170

CHAPTER 12 PLAYING GAMES IN THE EMOTIONAL SPACE

171

1. INTRODUCTION

171

2. FARAWAY

172

3. ANOTHER REALITY

173

4. DESIGNING THE GAMES

174

5. THE IF ONLY GAMES

174

6. CONCLUSIONS

181

7. REFERENCES

183

CHAPTER 13 DECONSTRUCTING EXPERIENCE: PULLING CRACKERS APART

185

1. WORDS

185

2. PICTURES

187

3. CRACKERS

190

4. EXPERIENCE

192

5. REFLECTION

195

6. DISTILLATION

196

7. ACKNOWLEDGEMENTS

197

8. NOTES

197

9. REFERENCES

198

CHAPTER 14 DESIGNING ENGAGING EXPERIENCES WITH CHILDREN AND ARTISTS

199

1. INTRODUCTION

199

2. ZAP SCAN

199

3. A WALK IN THE WIRED WOODS

201

4. SOUNDSCAPE WORKSHOPS

203

5. DISCUSSION

205

6. REFERENCES

207

CHAPTER 15 BUILDING NARRATIVE EXPERIENCES FOR CHILDREN THROUGH REAL TIME MEDIA MANIPULATION: POGO WORLD

209

1. INTRODUCTION

209

2. NARRATIVE ACTIVITY IN CLASSROOM

210

3. POGO WORLD

211

4. THE EVALUATION OF POGO

215

5. CONCLUSIONS

218

6. ACKNOWLEDGEMENTS

219

7. REFERENCES

219

SECTION THREE: CASE STUDIES IN DESIGN

221

INTRODUCTION TO SECTION 3

223

CHAPTER 16 THE JOY OF TELEPHONY: DESIGNING APPEALING INTERACTIONS

225

1. TELEPHONY – EASY AND FUN TO USE?

225

2. EASYCOM – TELEPHONY MADE EASY

225

3. FUN OF USE BOOSTS PRODUCTIVITY AND SALES

226

4. REAL GRAPHICAL INTERFACES MAKE MORE FUN

227

5. USERS ARE INDIVIDUALS

228

6. TELEPHONY – LIKE PLAYING A GAME

230

7. CONCLUSIONS

230

8. REFERENCES

231

CHAPTER 17 FROM USABLE TO ENJOYABLE INFORMATION DISPLAYS

233

1. INTRODUCTION

233

2. A CASE STUDY OF INFORMATIVE ART

236

3. CONCLUSION

240

4. REFERENCES

240

CHAPTER 18 FUN FOR ALL: PROMOTING ENGAGEMENT AND PARTICIPATION IN COMMUNITY PROGRAMMING PROJECTS

243

1. INTRODUCTION

243

2. THE COMMUNITYSIMS PROJECT

244

3. PARTICIPANT REACTIONS

246

4. DISCUSSION AND FUTURE WORK

250

5. ACKNOWLEDGEMENTS

251

6. REFERENCES

251

CHAPTER 19 STORYTELLING & CONVERSATION TO IMPROVE THE FUN FACTOR IN SOFTWARE APPLICATIONS

253

1. INTRODUCTION

253

2. CONVERSATION AND NARRATION AS HUMAN-CENTRED STRUCTURES OF INFORMATION

253

3. CONVERSATION MODELLING IN USER INTERFACES

254

4. INTERACTIVE STORYTELLING FOR PROVIDING INFORMATION

255

5. THE 'GEIST' PROJECT

258

6. CONCLUSION

260

7. REFERENCES

260

CHAPTER 20 DECONSTRUCTING GHOSTS

263

1. FEAR IS FUN

263

2. THE VIRTUAL VAULTS

264

3. ACKNOWLEDGMENTS

267

4. REFERENCES

267

CHAPTER 21 INTERFACING THE NARRATIVE EXPERIENCE

269

1. INTRODUCTION

269

2. LIVE ROLE-PLAYING GAMES

270

3. LRP CASE STUDY

271

4. PRINCIPLES FOR DESIGN

273

5. CONCLUSION

275

6. ACKNOWLEDGEMENTS

276

7. REFERENCES

276

CHAPTER 22 WHOSE LINE IS IT ANYWAY? ENABLING CREATIVE APPROPRIATION OF TELEVISION

277

1. INTRODUCTION

277

2. TO BOLDLY GO…

279

3. DISCUSSION

281

4. ACKNOWLEDGMENTS

282

5. REFERENCES

282

CHAPTER 23 THE INTERACTIVE INSTALLATION ISH: IN SEARCH OF RESONANT HUMAN PRODUCT INTERACTION

285

1. THE HUMAN AS A WHOLE

285

2. RESONANCE

286

3. A DESIGN EXAMPLE: THE INTERACTIVE INSTALLATION CALLED ISH

288

4. EVALUATION ISH AND CONCLUSIONS WITH RESPECT TO RESONANCE

293

5. ACKNOWLEDGEMENTS

294

6. REFERENCES

294

CHAPTER 24 FUN WITH YOUR ALARM CLOCK: DESIGNING FOR ENGAGING EXPERIENCES THROUGH EMOTIONALLY RICH INTERACTION

295

INTEGRATED BIBLIOGRAPHY

303