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Funology 2

Overview of attention for book
Cover of 'Funology 2'

Table of Contents

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    Book Overview
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    Chapter 1 Funology 2: Critique, Ideation and Directions
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    Chapter 2 The Thing and I (Summer of ’17 Remix)
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    Chapter 3 Can Games Be More Than Fun?
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    Chapter 4 What Is Pleasure?
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    Chapter 5 The (Un)Enjoyable User Experience of Online Dating Systems
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    Chapter 6 “My Peaceful Vagina Revolution:” A Theory of a Design
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    Chapter 7 Improv for Designers
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    Chapter 8 Playing with Provocations
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    Chapter 9 Sketching the Polyphonic Design Space of Theme Parks
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    Chapter 10 Playful Research Fiction: A Fictional Conference
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    Chapter 11 Slow, Unaware Things Beyond Interaction
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    Chapter 12 Designing for Joyful Movement
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    Chapter 13 Discomfort—The Dark Side of Fun
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    Chapter 14 Reorienting Geolocation Data Through Mischievous Design
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    Chapter 15 From Evaluation to Crits and Conversation
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    Chapter 16 Introduction to: Funology 1
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    Chapter 17 Let’s Make Things Engaging
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    Chapter 18 The Engineering of Experience
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    Chapter 19 The Thing and I: Understanding the Relationship Between User and Product
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    Chapter 20 Making Sense of Experience
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    Chapter 21 Enjoyment: Lessons from Karasek
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    Chapter 22 Fun on the Phone: The Situated Experience of Recreational Telephone Conferences
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    Chapter 23 The Enchantments of Technology
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    Chapter 24 The Semantics of Fun: Differentiating Enjoyable Experiences
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    Chapter 25 Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products
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    Chapter 26 That’s Entertainment!
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    Chapter 27 Designing for Fun: User-Testing Case Studies
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    Chapter 28 Playing Games in the Emotional Space
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    Chapter 29 Deconstructing Experience: Pulling Crackers Apart
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    Chapter 30 Designing Engaging Experiences with Children and Artists
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    Chapter 31 Building Narrative Experiences for Children Through Real Time Media Manipulation: POGO World
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    Chapter 32 From Usable to Enjoyable Information Displays
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    Chapter 33 Fun for All: Promoting Engagement and Participation in Community Programming Projects
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    Chapter 34 Deconstructing Ghosts
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    Chapter 35 Interfacing the Narrative Experience
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    Chapter 36 Whose Line Is It Anyway? Enabling Creative Appropriation of Television
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    Chapter 37 The Interactive Installation ISH: In Search of Resonant Human Product Interaction
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    Chapter 38 Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction
Overall attention for this book and its chapters
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Citations

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Title
Funology 2
Published by
Springer International Publishing, January 2018
DOI 10.1007/978-3-319-68213-6
ISBNs
978-3-31-968213-6, 978-3-31-968212-9
Editors

Mark Blythe, Andrew Monk

Twitter Demographics

The data shown below were collected from the profiles of 13 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 79 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 79 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 1%
Unknown 78 99%
Readers by discipline Count As %
Immunology and Microbiology 1 1%
Unknown 78 99%