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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

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

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

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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