Author: Anton Nijholt
Publisher: Springer Science & Business Media
ISBN: 9814560960
Category : Technology & Engineering
Languages : en
Pages : 350
Book Description
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
Playful User Interfaces
Author: Anton Nijholt
Publisher: Springer Science & Business Media
ISBN: 9814560960
Category : Technology & Engineering
Languages : en
Pages : 350
Book Description
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
Publisher: Springer Science & Business Media
ISBN: 9814560960
Category : Technology & Engineering
Languages : en
Pages : 350
Book Description
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
More Playful User Interfaces
Author: Anton Nijholt
Publisher: Springer
ISBN: 9812875468
Category : Technology & Engineering
Languages : en
Pages : 264
Book Description
This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
Publisher: Springer
ISBN: 9812875468
Category : Technology & Engineering
Languages : en
Pages : 264
Book Description
This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
Playful Design
Author: John Ferrara
Publisher: Rosenfeld Media
ISBN: 1933820993
Category : Computers
Languages : en
Pages : 266
Book Description
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
Publisher: Rosenfeld Media
ISBN: 1933820993
Category : Computers
Languages : en
Pages : 266
Book Description
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
Seductive Interaction Design
Author: Stephen P. Anderson
Publisher: Pearson Education
ISBN: 0132118637
Category : Computers
Languages : en
Pages : 562
Book Description
What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act. Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.
Publisher: Pearson Education
ISBN: 0132118637
Category : Computers
Languages : en
Pages : 562
Book Description
What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act. Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.
Ambient Intelligence
Author: Panos Markopoulos
Publisher: Springer Science & Business Media
ISBN: 3540237216
Category : Computers
Languages : en
Pages : 400
Book Description
This book constitutes the refereed proceedings of the Second European Symposium on Ambient Intelligence, EUSAI 2004, held in Eindhoven, The Netherlands in November 2004. The 36 revised full papers presented were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on ubiquitous computing: sofware architectures, communication, and distribution; context sensing and machine perception; human computer interaction in ambient intelligence environments; and algorithms, ontologies, and architectures for learning and adaptation.
Publisher: Springer Science & Business Media
ISBN: 3540237216
Category : Computers
Languages : en
Pages : 400
Book Description
This book constitutes the refereed proceedings of the Second European Symposium on Ambient Intelligence, EUSAI 2004, held in Eindhoven, The Netherlands in November 2004. The 36 revised full papers presented were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on ubiquitous computing: sofware architectures, communication, and distribution; context sensing and machine perception; human computer interaction in ambient intelligence environments; and algorithms, ontologies, and architectures for learning and adaptation.
Playfulness, digital original edition
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262330385
Category : Games & Activities
Languages : en
Pages : 27
Book Description
What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Play goes beyond games; it is a mode of being human. If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. In this BIT, Miguel Sicart examines the distinction between play and playfulness.
Publisher: MIT Press
ISBN: 0262330385
Category : Games & Activities
Languages : en
Pages : 27
Book Description
What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Play goes beyond games; it is a mode of being human. If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. In this BIT, Miguel Sicart examines the distinction between play and playfulness.
Task Models and Diagrams for Users Interface Design
Author: Karin Coninx
Publisher: Springer
ISBN: 3540708162
Category : Computers
Languages : en
Pages : 365
Book Description
This book constitutes the thoroughly refereed post-proceedings of the 5th International Workshop on Task Models and Diagrams for User Interface Design, TAMODIA 2006, held in Hasselt, Belgium. More than 20 papers cover such topics as tool support, model-based interface development, user interface patterns, task-centered design, multi-modal user interfaces, reflections on tasks and activities in modeling, as well as context and plasticity.
Publisher: Springer
ISBN: 3540708162
Category : Computers
Languages : en
Pages : 365
Book Description
This book constitutes the thoroughly refereed post-proceedings of the 5th International Workshop on Task Models and Diagrams for User Interface Design, TAMODIA 2006, held in Hasselt, Belgium. More than 20 papers cover such topics as tool support, model-based interface development, user interface patterns, task-centered design, multi-modal user interfaces, reflections on tasks and activities in modeling, as well as context and plasticity.
Play Matters
Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262534517
Category : Games & Activities
Languages : en
Pages : 171
Book Description
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Publisher: MIT Press
ISBN: 0262534517
Category : Games & Activities
Languages : en
Pages : 171
Book Description
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Understanding Context
Author: Andrew Hinton
Publisher: "O'Reilly Media, Inc."
ISBN: 1449326579
Category : Computers
Languages : en
Pages : 463
Book Description
To make sense of the world, we’re always trying to place things in context, whether our environment is physical, cultural, or something else altogether. Now that we live among digital, always-networked products, apps, and places, context is more complicated than ever—starting with "where" and "who" we are. This practical, insightful book provides a powerful toolset to help information architects, UX professionals, and web and app designers understand and solve the many challenges of contextual ambiguity in the products and services they create. You’ll discover not only how to design for a given context, but also how design participates in making context. Learn how people perceive context when touching and navigating digital environments See how labels, relationships, and rules work as building blocks for context Find out how to make better sense of cross-channel, multi-device products or services Discover how language creates infrastructure in organizations, software, and the Internet of Things Learn models for figuring out the contextual angles of any user experience
Publisher: "O'Reilly Media, Inc."
ISBN: 1449326579
Category : Computers
Languages : en
Pages : 463
Book Description
To make sense of the world, we’re always trying to place things in context, whether our environment is physical, cultural, or something else altogether. Now that we live among digital, always-networked products, apps, and places, context is more complicated than ever—starting with "where" and "who" we are. This practical, insightful book provides a powerful toolset to help information architects, UX professionals, and web and app designers understand and solve the many challenges of contextual ambiguity in the products and services they create. You’ll discover not only how to design for a given context, but also how design participates in making context. Learn how people perceive context when touching and navigating digital environments See how labels, relationships, and rules work as building blocks for context Find out how to make better sense of cross-channel, multi-device products or services Discover how language creates infrastructure in organizations, software, and the Internet of Things Learn models for figuring out the contextual angles of any user experience
Ambient Intelligence
Author: Panos Markopoulos
Publisher: Springer
ISBN: 3540304738
Category : Computers
Languages : en
Pages : 400
Book Description
This volume of the LNCS is the formal proceedings of the 2nd European Symposium on Ambient Intelligence, EUSAI 2004. This event was held on November 8–10, 2004 at the Eindhoven University of Technology, in Eindhoven, the Netherlands. EUSAI 2004 followed a successful first event in 2003, organized by Philips Research. This turned out to be a timely initiative that created a forum for bringing together European researchers, working on different disciplines all contributing towards the human-centric technological vision of ambient intelligence. Compared to conferences working on similar and overlapping fields, the first EUSAI was characterized by a strong industrial focus reflected in the program committee and the content of the program. As program chairs of EUSAI 2004 we tried to preserve the character for this event and its combined focus on the four major thematic areas: ubiquitous computing, context awareness, intelligence, and natural interaction. Further, we tried to make EUSAI 2004 grow into a full-fledged double-track conference, with surrounding events like tutorials and specialized workshops, a poster and demonstration exhibition and a student design competition. The conference program included three invited keynotes, Ted Selker from MIT, Tom Rodden from the University of Nottingham and Tom Erickson from IBM.
Publisher: Springer
ISBN: 3540304738
Category : Computers
Languages : en
Pages : 400
Book Description
This volume of the LNCS is the formal proceedings of the 2nd European Symposium on Ambient Intelligence, EUSAI 2004. This event was held on November 8–10, 2004 at the Eindhoven University of Technology, in Eindhoven, the Netherlands. EUSAI 2004 followed a successful first event in 2003, organized by Philips Research. This turned out to be a timely initiative that created a forum for bringing together European researchers, working on different disciplines all contributing towards the human-centric technological vision of ambient intelligence. Compared to conferences working on similar and overlapping fields, the first EUSAI was characterized by a strong industrial focus reflected in the program committee and the content of the program. As program chairs of EUSAI 2004 we tried to preserve the character for this event and its combined focus on the four major thematic areas: ubiquitous computing, context awareness, intelligence, and natural interaction. Further, we tried to make EUSAI 2004 grow into a full-fledged double-track conference, with surrounding events like tutorials and specialized workshops, a poster and demonstration exhibition and a student design competition. The conference program included three invited keynotes, Ted Selker from MIT, Tom Rodden from the University of Nottingham and Tom Erickson from IBM.