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Funology (eBook)

From Usability to Enjoyment
eBook Download: PDF
2006 | 2003
XII, 293 Seiten
Springer Netherland (Verlag)
978-1-4020-2967-7 (ISBN)

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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.


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.

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
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

CHAPTER 19 STORYTELLING & CONVERSATION TO IMPROVE THE  FUN  FACTOR IN SOFTWARE APPLICATIONS by NORBERT BRAUN  (p. 233-234)


1. INTRODUCTION

In this chapter, we describe the general structure of an approach to the design of enjoyable storytelling applications and describe its usage with a project example. First, we give an overview (with a view on related work) of our two level approach, using storytelling (as one level) and conversation (as a second level) to provide a dramatic experience for the user. The two levels are separate modules and each can be used on their own. Used together, they build the basis of dramatic conversational interactions between users and virtual characters - the story level to provide a general dramatic structure, the conversation level to provide a human-like interaction metaphor for the story.

Then we give a project example: We used the approach to prototype a ghost story within an augmented reality environment at the castle of Heidelberg, Germany. The example explains how the two levels, the storytelling level (to automatically provide a dramatic structure), and the conversation level (to let the user experience the several sub-pieces of a interactive drama in a conversational way) are used to involve the user in a dramatic story.

The story itself is played by virtual characters (ghosts). These characters interact with the user in a conversational way (by talking, gesturing, miming) and play a story that is alterable by the user. As our basic goal is fun for the user, we start with an explanation of our two level approach and its relation to user enjoyment.
 

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

We distinguish between two forms of user satisfaction with an application - short term and medium term. For short-term satisfaction, we suggest a human-centred user interface. Humancentred means that for every task to be performed with the application, there is a task-optimised interface. Depending on the task and the difficulty of the problem, the applications utilize different interface approaches.

A conversation metaphor is useful for the organization of discourses between computer and user, as it is oriented to interpersonal communication. Medium-term satisfaction is determined by the meaning and sense of the application and eludes in this context a universal definition. But, even in this case, its possible to define structures that organize content in ways that are found enjoyable by people.

Throughout history stories have been used to organize information in a way that is comprehensible and enjoyable. The use of story to provide information gives the user an easy structure with which to remember information – much easier than a simple database interface that forces the users to build their own information structure among the queried data.

The following sections focus on the abstract modelling of stories and conversation; the rendering of characters is referenced in separate literature.

Erscheint lt. Verlag 28.3.2006
Reihe/Serie Human–Computer Interaction Series
Human–Computer Interaction Series
Zusatzinfo XII, 293 p.
Verlagsort Dordrecht
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte Design • Human-Computer Interaction (HCI) • interaction • Interface • Usability
ISBN-10 1-4020-2967-5 / 1402029675
ISBN-13 978-1-4020-2967-7 / 9781402029677
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