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[1] EDITED BOOK Funology: From Usability to Enjoyment Human-Computer Interaction Series 3 / Blythe, Mark A. / Overbeeke, Kees / Monk, Andrew F. / Wright, Peter C. 2005 n.28 p.281 Springer Netherlands
DOI: 10.1007/1-4020-2967-5
ISBN: 978-1-4020-2966-0 (print), 978-1-4020-2967-7 (online)
Link to Digital Content at Springer
== 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 / Skog, Tobias Proceedings of DIS'04: Designing Interactive Systems 2004-08-01 p.325-328
ACM Digital Library Link
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 / Ljungblad, Sara / Skog, Tobias / Gaye, Lalya Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems 2003-04-05 v.2 p.992-993
ACM Digital Library Link
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 / Hallnas, L. / Jaksetic, P. / Ljungstrand, P. / Redstrom, J. / 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 / Hansson, Rebecca / Skog, Tobias Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems 2001-03-31 v.2 p.433-434
ACM Digital Library Link
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 / Redström, Johan / Skog, Tobias / 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
ACM Digital Library Link
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 / Skog, Tobias / Holmquist, Lars Erik Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems 2000-04-01 v.2 p.351-352
ACM Digital Library Link
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.