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Digital Make-Believe 1st ed. 2016 [Kõva köide]

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  • Formaat: Hardback, 178 pages, kõrgus x laius: 235x155 mm, kaal: 4085 g, 20 Illustrations, black and white; VIII, 178 p. 20 illus., 1 Hardback
  • Sari: HumanComputer Interaction Series
  • Ilmumisaeg: 10-May-2016
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3319295519
  • ISBN-13: 9783319295510
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  • Formaat: Hardback, 178 pages, kõrgus x laius: 235x155 mm, kaal: 4085 g, 20 Illustrations, black and white; VIII, 178 p. 20 illus., 1 Hardback
  • Sari: HumanComputer Interaction Series
  • Ilmumisaeg: 10-May-2016
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3319295519
  • ISBN-13: 9783319295510
Make-believe plays a far stronger role in both the design and use of interfaces, games and Services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value.Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world ofimagination and intuition applied into efficient practice, with Topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behin

d it.Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, softwareand services can innately utilise it.

Introduction.- A Narrative for HCI.- Make-Believing VirtualRealities.- Fiction for Design.- Service Design Methods in Interaction Design.-Gameworld Interfaces as Make-Believe.- Make-Believe in Gameful and PlayfulDesign.- The Role of Make-Believe in Foley.- Enactive Mechanism of Make-BelieveGames.- Immanent Storyworlds.
1 Introduction
1(10)
Phil Turner
J. Tuomas Harviainen
2 A Make-Believe Narrative for HCI
11(16)
Phil Turner
3 Make-Believing Virtual Realities
27(22)
Susan Turner
Chih-Wei Huang
Luke Burrows
Phil Turner
4 Fiction for Design: Appropriating Hollywood Techniques for Design Fictions
49(18)
Tom Flint
5 Designing for Service Experiences
67(22)
Satu Luojus
J. Tuomas Harviainen
6 Gameworld Interfaces as Make-Believe
89(12)
Kristine Jørgensen
7 Make-Believe in Gameful and Playful Design
101(24)
Sebastian Deterding
8 The Role of Make-Believe in Foley
125(16)
Lindsey Carruthers
Phil Turner
9 Enactive Mechanism of Make-Belief Games
141(20)
Zuzanna Rucinska
10 Immanent Story Worlds: The Making of Punchdrunk's The Drowned Man: A Hollywood Fable
161
Carina Westling
Phil Turner is a reader in the School of Computing at Edinburgh Napier University, and research leader of the Make-Believe group. J. Tuomas Harviainen is a Development Manager for the city of Vantaa, Finland and a postdoctoral researcher at Hanken School of Economics. He currently focuses especially on the organizational learning aspects of games, but often ventures into service design, management, information systems, or sexology. He is also one of the three editors of the journal Simulation & Gaming.