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Funology : From Usability to Enjoyment

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Cover of 'Funology : From Usability to Enjoyment'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Introduction to Section 1
  3. Altmetric Badge
    Chapter 2 Let’s Make Things Engaging
  4. Altmetric Badge
    Chapter 3 The Engineering of Experience
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    Chapter 4 The Thing and I: Understanding the Relationship Between User and Product
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    Chapter 5 Making Sense of Experience
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    Chapter 6 Enjoyment: Lessons from Karasek
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    Chapter 7 Fun on the Phone: The Situated Experience of Recreational Telephone Conferences
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    Chapter 8 The Enchantments of Technology
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    Chapter 9 The Semantics of Fun: Differentiating Enjoyable Eeperiences
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    Chapter 10 User Empowerment and the Fun Factor
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    Chapter 11 Introduction to Section 2
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    Chapter 12 Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products
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    Chapter 13 That’s Entertainment!
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    Chapter 14 Designing for Fun: User-Testing Case Studies
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    Chapter 15 Playing Games in the Emotional Space
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    Chapter 16 Deconstructing Experience: Pulling Crackers Apart
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    Chapter 17 Designing Engaging Experiences with Children and Artists
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    Chapter 18 Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World
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    Chapter 19 Introduction to Section 3
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    Chapter 20 The Joy of Telephony: Designing Appealing Interactions
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    Chapter 21 From Usable to Enjoyable Information Displays
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    Chapter 22 Fun for All: Promoting Engagement and Paraticipation in Community Programming Projects
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    Chapter 23 Storytelling & Conversation to Improve the Fun Factor in Software Applications
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    Chapter 24 Deconstructing Ghosts
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    Chapter 25 Interfacing the Narrative Experience
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    Chapter 26 Whose Line is It Anyway? Enabling Creative Appropriation of Television
  28. Altmetric Badge
    Chapter 27 The Interactive Installation ISH: In Search of Resonant Human Product Interaction
  29. Altmetric Badge
    Chapter 28 Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction
Attention for Chapter 4: The Thing and I: Understanding the Relationship Between User and Product
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Chapter title
The Thing and I: Understanding the Relationship Between User and Product
Chapter number 4
Book title
Funology
Published by
Springer, Dordrecht, January 2003
DOI 10.1007/1-4020-2967-5_4
Book ISBNs
978-1-4020-2966-0, 978-1-4020-2967-7
Authors

Marc Hassenzahl, Hassenzahl, Marc

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X Demographics

The data shown below were collected from the profiles of 6 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 231 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 3 1%
United Kingdom 2 <1%
Sweden 2 <1%
Netherlands 1 <1%
France 1 <1%
Portugal 1 <1%
Brazil 1 <1%
Finland 1 <1%
Australia 1 <1%
Other 4 2%
Unknown 214 93%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 47 20%
Student > Master 47 20%
Student > Bachelor 29 13%
Researcher 15 6%
Student > Doctoral Student 9 4%
Other 29 13%
Unknown 55 24%
Readers by discipline Count As %
Computer Science 57 25%
Design 37 16%
Psychology 18 8%
Engineering 18 8%
Business, Management and Accounting 13 6%
Other 27 12%
Unknown 61 26%