Intro; PREFACE -- HOW TO USE THE SECOND EDITION; Contents; Contributors; Funology 2; 1 Funology 2: Critique, Ideation and Directions; 1 Methods and Techniques: Ideation; 2 Design Case Studies: Approaches and Directions; References; "Critique"; 2 The Thing and I (Summer of '17 Remix); 1 Introduction; 2 A First, Process-Oriented Model of User Experience; 3 A Second, Content-Oriented Model of User Experience; 3.1 Overview of the Model; 3.2 User Experience and Wellbeing; 3.3 On the Relationship Between Experience and Interaction; 3.4 Three Points for Discussion; 4 Conclusion.
2 Online Dating System Design3 User Motivations for Using Online Dating Systems; 4 What Makes Online Dating User Experiences (Un)Enjoyable?; 5 Dissecting Unenjoyable Online Dating User Experiences; 5.1 What if the Next One Is Better?: Shopping for Profile Pages; 5.2 Pick Me, Pick Me: Temptations of Deception in Profile Pages; 5.3 Private Messaging: What Do I Say, and When Do I Say It?; 5.4 What Brings You Here?: Expressing and Identifying Relationship Goals for System-Use; 6 Why Do Users Endure Unenjoyable Experiences?; 7 Conclusion; Acknowledgements; References.
5 Finally, on a More Personal NoteAcknowledgements; References; 3 Can Games Be More Than Fun?; 1 Games Are Very Engaging; 2 A Note About "Games"; 3 It's Not All About Flow; 4 Learning in Games; 4.1 Learning Via Priming; 4.2 Learning What in Games?; 5 Where Does the Time Go?; 6 Conclusions; References; 4 What Is Pleasure?; 1 Pleasure in the Literature; 2 Pleasure: What Is in the Word?; 3 Pleasure Is Wordly; 4 Pleasure Is a Skill; 5 Pleasure Is Ordinary; 6 Pleasure Is Felt; 7 Conclusions; References; 5 The (Un)Enjoyable User Experience of Online Dating Systems; 1 Introduction.
6 "My Peaceful Vagina Revolution:" A Theory of a Design1 HCI and Criticism; 2 Design Artifacts as Theory/ies; 3 A Theory of the Formoonsa Cup; 3.1 The Formoonsa Cup; 3.2 Seeing like a Hymen; 3.3 Seeing like a Taiwanese Menstrual Cup; 4 Seeing like a Critical Computing Researcher; 4.1 In What Way Did We Offer a "Theory" of the Formoonsa Cup?; 4.2 How Can Such a Theory Inform HCI?; References; "Ideation"; 7 Improv for Designers; 1 Introduction; 2 Design Practice; 3 Improvisation Practice; 4 Beyond Performance: Improvisation in Human Computer Interaction Design; 5 Approach.
6 Shared Practices of Improvisation and Design7 Collaboration; 8 Exploration; 9 Generation; 10 Experimentation; 11 Communication; 12 From Stage to Studio; 13 Guidelines for Adoption; 14 Limitations; 15 Conclusion; Acknowledgements; Appendix; References; 8 Playing with Provocations; 1 From Design-For to Design-With; 2 Three Approaches to Exploring Provocations with Participants; 2.1 Questionable Concepts; 2.2 Invisible Design; 2.3 Experience Design Theatre; 3 Reflections on Using Provocations in Participatory Design; 3.1 Balancing Technological and Social Imaginaries.
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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."--