[1]
EDITED BOOK
Funology: From Usability to Enjoyment
Human-Computer Interaction Series 3
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Blythe, Mark A.
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Overbeeke, Kees
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Monk, Andrew F.
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Wright, Peter C.
2005
n.28
p.281
Springer Netherlands
DOI: 10.1007/1-4020-2967-5
== Theories and Concepts ==
Introduction to Section 1 (3-5)
Let's Make Things Engaging (7-17)
+ Overbeeke, Kees
+ Djajadiningrat, Tom
+ Hummels, Caroline
+ Wensveen, Stephan
+ Prens, Joep
The Engineering of Experience (19-29)
+ Sengers, Phoebe
The Thing and I: Understanding the Relationship Between User and Product (31-42)
+ Hassenzahl, Marc
Making Sense of Experience (43-53)
+ Wright, Peter
+ McCarthy, John
+ Meekison, Lisa
Enjoyment: Lessons from Karasek (55-65)
+ Brandtzæg, Petter Bae
+ Følstad, Asbjørn
+ Heim, Jan
Fun on the Phone: The Situated Experience of Recreational Telephone Conferences (67-79)
+ Reed, Darren J.
The Enchantments of Technology (81-90)
+ McCarthy, John C.
+ Wright, Peter C.
The Semantics of Fun: Differentiating Enjoyable Eeperiences (91-100)
+ Blythe, Mark
+ Hassenzahl, Marc
== Methods and Techniques ==
User Empowerment and the Fun Factor (103-105)
+ Nielsen, Jakob
Introduction to Section 2 (107-109)
Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products (111-123)
+ Desmet, Pieter
That's Entertainment! (125-136)
+ Karat, John
+ Karat, Clare-Marie
Designing for Fun: User-Testing Case Studies (137-150)
+ Pagulayan, Randy J.
+ Steury, Keith R.
+ Fulton, Bill
+ Romero, Ramon L.
Playing Games in the Emotional Space (151-163)
+ Andersen, Kristina
+ Jacobs, Margot
+ Polazzi, Laura
Deconstructing Experience: Pulling Crackers Apart (165-178)
+ Dix, Alan
Designing Engaging Experiences with Children and Artists (179-187)
+ Hull, Richard
+ Reid, Jo
Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World (189-199)
+ Rizzo, Antonio
+ Marti, Patrizia
+ Decortis, Françoise
+ Rutgers, Job
+ Thursfield, Paul
== Case Studies in Design ==
Introduction to Section 3 (203-204)
The Joy of Telephony: Designing Appealing Interactions (205-211)
+ Hohl, Hubertus
+ Wissmann, Klaus
+ Burger, Manfred
From Usable to Enjoyable Information Displays (213-221)
+ Ljungblad, Sara
+ Skog, Tobias
+ Holmquist, Lars Erik
Fun for All: Promoting Engagement and Paraticipation in Community Programming Projects (223-232)
+ Rosson, Mary Beth
+ Carroll, John M.
Storytelling & Conversation to Improve the Fun Factor in Software Applications (233-241)
+ Braun, Norbert
Deconstructing Ghosts (243-248)
+ Sykes, Jonathan
+ Wiseman, Richard
Interfacing the Narrative Experience (249-256)
+ Falk, Jennica
Whose Line is It Anyway? Enabling Creative Appropriation of Television (257-263)
+ Blankinship, Erik
+ Esara, Pilapa
The Interactive Installation ISH: In Search of Resonant Human Product Interaction (265-274)
+ Hummels, Caroline
+ Overbeeke, Kees
+ Van Der Helm, Aadjan
Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction (275-281)
+ Wensveen, Stephan
+ Overbeeke, Kees
[2]
Activity wallpaper: ambient visualization of activity information
Interactive posters
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Skog, Tobias
Proceedings of DIS'04: Designing Interactive Systems
2004-08-01
p.325-328
© Copyright 2003 ACM
Summary: We present Activity Wallpaper, an ambient visualization of activity
information, based on an analysis of audio data. The design of the
visualization is used as example in a discussion about the requirements of
information presentation for public spaces.
[3]
Are designers ready for ubiquitous computing?: a formative study
Interactive posters: computers everywhere
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Ljungblad, Sara
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Skog, Tobias
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Gaye, Lalya
Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems
2003-04-05
v.2
p.992-993
© Copyright 2003 ACM
Summary: Ubiquitous computing is increasingly becoming reality, even for people
outside of research. A group that will have to face the challenges of this new
technology is product and industrial designers. To get a designer's view of
ubiquitous computing, we demonstrated the Smart-Its ubiquitous computing
prototyping platform to 16 product designers and collected their impressions
during a workshop. Our results show that the way designers approach technology
differs from that of researchers, which indicates the need for more
comprehensive workshops.
[4]
Expressions: Towards a Design Practice of Slow Technology
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Hallnas, L.
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Jaksetic, P.
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Ljungstrand, P.
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Redstrom, J.
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Skog, T.
Proceedings of IFIP INTERACT'01: Human-Computer Interaction
2001-07-09
p.447-454
[5]
The LoveBomb: encouraging the communication of emotions in public spaces
Student posters
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Hansson, Rebecca
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Skog, Tobias
Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems
2001-03-31
v.2
p.433-434
© Copyright 2001 ACM
Summary: We are exploring the use of persuasive computational technology as an
instrument for the communication of human emotions. Our current focus is on
encouraging such communication between strangers. We present the concept of the
LoveBomb -- a mobile and persuasive device that allows people to anonymously
communicate feelings of love (happiness) and sadness. The device contains a
radio transceiver that the user can employ to send out shock waves of love,
affecting people in the proximity carrying a LoveBomb device. The device also
lets its users cry for compassion, quietly signaling to others that they are
sad. The LoveBomb is intended to encourage people to express themselves
emotionally when situated amongst strangers in public spaces. Focus group
studies have provided us with an initial understanding regarding the LoveBomb's
potential social impact.
[6]
Informative art: using amplified artworks as information displays
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Redström, Johan
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Skog, Tobias
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Hallnäs, Lars
Proceedings of DARE 2000 on Designing Augmented Reality Environments
2000-04-12
p.103-114
Keywords: art, augmented and amplified reality, design, information visualisation,
ubiquitous computing
© Copyright 2000 ACM
Summary: Informative art is computer augmented, or amplified, works of art that not
only are aesthetical objects but also information displays, in as much as they
dynamically reflect information about their environment. Informative art can be
seen as a kind of slow technology, i.e. a technology that promotes moments of
concentration and reflection. Our aim is to present the design space of
informative art. We do so by discussing its properties and possibilities in
relation to work on information visualisation, novel information display
strategies, as well as art. A number of examples based on different kinds of
mapping relations between information and the properties of the composition of
an artwork are described.
[7]
WebAware: continuous visualization of web site activity in a public space
Student posters
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Skog, Tobias
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Holmquist, Lars Erik
Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems
2000-04-01
v.2
p.351-352
© Copyright 2000 ACM
Summary: WebAware is a system that makes information about web site traffic available
in a public space. The information is presented in a dynamic visualization,
which is based on a map of the web site and designed to give an overview of how
the site is constructed. Information about activity, such as the number of
visitors and which area of the web site is most popular, is continuously
reflected on the display. The application is designed to be shown on a
wall-mounted public screen. Initial evaluations show that WebAware can act as
an aesthetically pleasing information display, as well as a nice conversation
piece.