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Funology 2

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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
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