Usability is a key concern in the design of products: is using the product easy,\ud comfortable, safe, effective, efficient, and easy to learn. However, for products with\ud an entertainment function, other requirements need to be considered as well: is the\ud interaction with the product enjoyable, engaging, ‘fun’.\ud The aim of this study was to investigate factors that should be considered when developing products that should be fun to use. Partly based on studies analysing what makes leisure activities and computer games enjoyable, a set of design heuristics was developed, which subsequently were used in the development of three devices for children. The devices can be used to control various applications, such as interactive TV and gam...
The gaming industry and the concept of gamification have altered the way many developers and users a...
Nowadays people consider the pleasure of use when choosing products, so understanding the way of how...
This paper considers the ways in which fun can be defined, measured and justified as a reliable usab...
This paper aims to provide an overall picture of fun in product design by analysing users' understan...
In recent years, we have witnessed a dramatic change in how ICT (Information- and Communication Tech...
In recent years, we have witnessed a dramatic change in how ICT (Information- and Communication Tech...
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian a...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
‘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...
Recent research in the usability engineering field tends to emphasize, somewhat neglected, the need ...
Experts state that research on playfulness and gamification has looked at video games to create bett...
This paper presents the results of an exploratory comparative study in which I investigated the rela...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
This paper presents the results of an exploratory comparative study in which we investigated the rel...
The gaming industry and the concept of gamification have altered the way many developers and users a...
Nowadays people consider the pleasure of use when choosing products, so understanding the way of how...
This paper considers the ways in which fun can be defined, measured and justified as a reliable usab...
This paper aims to provide an overall picture of fun in product design by analysing users' understan...
In recent years, we have witnessed a dramatic change in how ICT (Information- and Communication Tech...
In recent years, we have witnessed a dramatic change in how ICT (Information- and Communication Tech...
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian a...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
‘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...
Recent research in the usability engineering field tends to emphasize, somewhat neglected, the need ...
Experts state that research on playfulness and gamification has looked at video games to create bett...
This paper presents the results of an exploratory comparative study in which I investigated the rela...
Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available an...
This paper presents the results of an exploratory comparative study in which we investigated the rel...
The gaming industry and the concept of gamification have altered the way many developers and users a...
Nowadays people consider the pleasure of use when choosing products, so understanding the way of how...
This paper considers the ways in which fun can be defined, measured and justified as a reliable usab...