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2012 | 13-14 | 178-199

Article title

Funology - homo ludens i homo faber w projektowaniu interakcji

Content

Title variants

EN
Funology - Homo Ludens and Homo Faber in Interaction Design

Languages of publication

PL

Abstracts

EN
Concept of fun – as well as game, enjoinment, pleasure or engagement – mark out very interesting field of discussion in interaction design studies, which corresponds to and reinforces the User Experience (UX) paradigm. Funology, as an important research domain within UX, first and foremost, is not oriented towards exploration of computer games, interactive gadgets or strategies of the new media entertainment industry. The main goal is rather to transfer body of knowledge, methods and thechniques for making products enjoyable to these kinds of application, which purpose is not such a well defined – i.e. for which the challenge is to design artefacts, interactive systems or rich, complex and multi-user environments open for different uses and needs, where ludic, emotional, aesthetic, cognitive and functional qualities must be put together and dynamically conceptualized.

Keywords

Year

Volume

Pages

178-199

Physical description

Dates

published
2012

Contributors

References

  • 1 Funology: From Usability to User Enjoyment, M. Blythe, A. Monk, C. Overbeeke, P.C. Wright (red.), Kluwer, Dordrecht 2003.
  • 2 More Funology, ACM Interactions, vol. 11(5), 2004.
  • 3 D. A. Norman, The Psychology of Everyday Things, New York: Basic Books, 1988.
  • 4 D. A. Norman, The Design of Everyday Things. New York: Basic Books, 2002.
  • 5 D. A. Norman, Emotional Design: Why We Love (or Hate) Everyday Things, New York: Basic Books, 2004.
  • 6 J. Huizinga, Homo ludens. Zabawa jako źródło kultury, Warszawa, 1967.
  • 7 N. Tractinsky Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues, Proceedings CHI’97. ACM Press,New York, 1997, ss. 115-122; N. Tractinsky, S-K. Adi, D. Ikar, What is Beautiful is Usable, Interacting with Computers, 13 (2), 2000, ss.127-145.
  • 8 M. Kurosu, K. Kashimura, Apparent Usability vs. Inherent Usability, CHI ‘95 Conference Companion, 1995, ss. 292-293.
  • 9 Norman w Emotional Design proponuje trzystopniowy model wyznaczający zarówno schemat doświadczenia artefaktów design, jak i ustanawia ogólne i pozostające w dynamicznych zależnościach obszary konstruowania strategii projektowania emocjonalnego. Model ten obejmuje: a) poziom intuicyjny (visceral level – instynktowny, prekonceptualny, „trzewiowy”) – dotyczy pierwotnych doznań estetycznych oraz impulsów emocjonalnych; b) poziom behawioralny(behavioral level) – związany jestz użytecznością, funkcjonalnością,ergonomią, komfortem posługiwaniasię danym artefaktem; c) poziomrefleksyjny (reflective level) – najbardziejszeroki i niezdeterminowany obszar
  • konstytuowania oddziaływaniaemocjonalnego artefaktów, integrującyznaczenia, treści, kulturowe konotacje,przypisywane im wartości, kontekst ideologiczny, etc.
  • 10 D. Schön, The Reflective Practitioner: How Professionals Think in Action, Temple Smith, London 1983.
  • 11 J. McCarthy, P. Wright, Technology as Experience, The MIT Press, 2004.
  • 12 K. Overbeeke, T. Djajadiningrat, C. Hummels, S. Wensveen, J. Frens, Let’s Make Things Engaging, [w:] Funology: From Usability to User Enjoyment, M. Blythe, A. Monk, C.Overbeeke, P.C. Wright (red.), Kluwer, Dordrecht 2003, s. 8.
  • 13 B. Laurel, Computer as Theatre. Reading, MA: Addison-Wesley, 1993.
  • 14 B. Gaver, Designing for Homo Ludens, [w:] (Re)searching the Digital Bauhaus, T. Binder, J. Löwgren, L. Malmborg (red.). London: Springer, 2009, ss. 163-178. 15 K. Salen, E. Zimmerman, Rules of play. Cambridge, MA: MIT Press, 2004.
  • 16 E. Zimmerman, Gaming literacy, [w:] (Re)searching the Digital Bauhaus, T. Binder, J. Löwgren, L. Malmborg (red.). London: Springer, 2009, s. 181.
  • 17 P. Bae Brandtzag, A. Folstad, J. Heim, Enjoyment: Lessons from Karasek, [w:] Funology: From Usability to User Enjoyment, M. Blythe, A. Monk, C. Overbeeke, P.C. Wright (red.), Kluwer, Dordrecht 2003, ss. 55-66.
  • 18 M. Blythe, M. Hassenzahl, The Semantics of Fun: Differentiating Enjoyable Experiences [w:] Funology: From Usability to User Enjoyment, M. Blythe, A. Monk, C. Overbeeke, P.C. Wright (red.), Kluwer, Dordrecht 2003, ss. 91-100.
  • 19 M. Csikszentmihalyi, Przepływ. Psychologia optymalnego doświadczenia, tłum. M. Wajda-Kacmajor, Biblioteka Moderatora, Taszów 2005.
  • 20 P. Wright, J. McCarthy, L. Mekkison, Making Sense of Experience [w:] Funology: From Usability to User Enjoyment, M. Blythe, A. Monk, C. Overbeeke, P.C. Wright (red.), Kluwer, Dordrecht 2003, s. 52.
  • 21 L. Manovich, Software Takes Command, www.manovich.net (15.09.2011).

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-9d139b59-98de-43f1-b3ea-30a7b9738611
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