Descripción del título
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 behind it. 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
Monografía
monografia Rebiun17803536 https://catalogo.rebiun.org/rebiun/record/Rebiun17803536 cr c||||||||| 160425s2016 gw o 001 0 eng d 9783319295534 978-3-319-29553-4 10.1007/978-3-319-29553-4 doi UEM 85582 UPNA0465681 UPVA 996878584003706 UAM 991007756266104211 UR0396333 UAL. spa. UAL. rdc 005.437 23 4.019 23 Digital Make-Believe edited by Phil Turner, J. Tuomas Harviainen Cham Springer International Publishing Imprint: Springer 2016 Cham Cham Springer International Publishing Imprint: Springer 1 recurso en línea 1 recurso en línea VIII, 178 p. 20 illus VIII, 178 p. 20 illus Human–Computer Interaction Series 1571-5035 Springer eBooks 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 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 behind it. 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 Modo de acceso: World Wide Web Computer science User interfaces (Computer systems) Computer simulation Graphic design Computer Science User Interfaces and Human Computer Interaction Interaction Design Simulation and Modeling Libros electrónicos Recursos electrónicos Turner, Phil editor Harviainen, J. Tuomas. editor SpringerLink (Online service) Human–Computer Interaction Series 1571-5035