It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian and non-utilitarian properties. The non-utilitarian properties can elicit generally pleasurable and particularly playful experiences in the product’s users. Product design needs to improve the support of playful experiences in order to fit in with the users ’ multi-faceted needs. However, designing for fun and pleasure is not an easy task, and there is an urgent need in user experience research and design practices to better understand the role of playfulness in overall user experience of the product. In this paper, we present an initial framework of playful experiences which are derived from studies in interactive art and videogames. We condu...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
Experts state that research on playfulness and gamification has looked at video games to create bett...
Users increasingly expect products not only to be useful and efficient, but also to provide enjoymen...
Nowadays people consider the pleasure of use when choosing products, so understanding the way of how...
In addition to functionality and usability, interactive products are increasingly expected to provid...
Part 6: Game UnderstandingInternational audienceThis paper intends to develop a scale to measure a v...
Playfulness is an important, but often neglected, design quality for interactive products. This pape...
Playfulness is an important, but often neglected, design quality for interactive products. This pape...
This thesis deals with the design of play in public places; this can mean both pervasive games and o...
This paper aims to provide an overall picture of fun in product design by analysing users' understan...
The gaming industry and the concept of gamification have altered the way many developers and users a...
Usability is a key concern in the design of products: is using the product easy,\ud comfortable, saf...
‘Fun experience’ is a component of user experience (UX) which has come to increased prominence in re...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
Experts state that research on playfulness and gamification has looked at video games to create bett...
Users increasingly expect products not only to be useful and efficient, but also to provide enjoymen...
Nowadays people consider the pleasure of use when choosing products, so understanding the way of how...
In addition to functionality and usability, interactive products are increasingly expected to provid...
Part 6: Game UnderstandingInternational audienceThis paper intends to develop a scale to measure a v...
Playfulness is an important, but often neglected, design quality for interactive products. This pape...
Playfulness is an important, but often neglected, design quality for interactive products. This pape...
This thesis deals with the design of play in public places; this can mean both pervasive games and o...
This paper aims to provide an overall picture of fun in product design by analysing users' understan...
The gaming industry and the concept of gamification have altered the way many developers and users a...
Usability is a key concern in the design of products: is using the product easy,\ud comfortable, saf...
‘Fun experience’ is a component of user experience (UX) which has come to increased prominence in re...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...