Digital Make-Believe
Details
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 of imagination 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 behindit.
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, software and services can innately utilise it.
Connects theories of make-believe to real life design practice Introduces the core theories of interaction, game content and service design, for both students and for professionals seeking to expand their HCI competencies Provides a new and efficient perspective for understanding interaction in interface, user experience, gamification, and service design
Autorentext
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.
Inhalt
Introduction.- A Narrative for HCI.- Make-Believing Virtual Realities.- Fiction for Design.- Service Design Methods in Interaction Design.- Gameworld Interfaces as Make-Believe.- Make-Believe in Gameful and Playful Design.- The Role of Make-Believe in Foley.- Enactive Mechanism of Make-Believe Games.- Immanent Storyworlds.
Weitere Informationen
- Allgemeine Informationen
- Sprache Englisch
- Herausgeber Springer International Publishing
- Gewicht 295g
- Untertitel Human-Computer Interaction Series
- Titel Digital Make-Believe
- Veröffentlichung 27.05.2018
- ISBN 3319805975
- Format Kartonierter Einband
- EAN 9783319805979
- Jahr 2018
- Größe H235mm x B155mm x T11mm
- Anzahl Seiten 188
- Lesemotiv Verstehen
- Editor J. Tuomas Harviainen, Phil Turner
- Auflage Softcover reprint of the original 1st edition 2016
- GTIN 09783319805979