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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.
Funology 2
Funology 2: Critique, Ideation and Directions
“Critique”
The Thing and I (Summer of ’17 Remix)
Can Games Be More Than Fun?
What Is Pleasure?
The (Un)Enjoyable User Experience of Online Dating Systems
“My Peaceful Vagina Revolution:” A Theory of a Design
“Ideation”
Improv for Designers
Playing with Provocations
Sketching the Polyphonic Design Space of Theme Parks
Playful Research Fiction: A Fictional Conference
“Approaches and Directions”
Slow, Unaware Things Beyond Interaction
Designing for Joyful Movement
Discomfort—The Dark Side of Fun
Reorienting Geolocation Data Through Mischievous Design
From Evaluation to Crits and Conversation
Funology 1
Introduction to: Funology 1
“Theories and Concepts”
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 Experiences
“Methods and Techniques”
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”
From Usable to Enjoyable Information Displays
Fun for All: Promoting Engagement and Participation in Community Programming Projects
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