This book reflects the move in Human Computer Interaction studies from standard usability concerns towards a wider set of problems to do with fun, enjoyment, aesthetics and the experience of use. Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability. This book is a first step towards that. It brings together a range of researchers from academia and industry to provide answers. Contributors include Alan Dix, Jacob Nielsen and Mary Beth Rosson as well as a number of other researchers from academia and industry.
Sylvia thought her best friend, Lilly, could do no wrong. Sylvia always had viewed Lilly and herself as model citizens. When Sylvia heard Lilly making fun of Duncan, a boy in her class who had Autism, those views completely changed. She found herself hurt by this event and questioned their friendship. Lilly's comment shed light on behaviors Sylvia never thought she was capable of. As Sylvia explored how her grandmother's mental illness affected her family, she realized her friendship with Lilly was at risk.
Master wearable technology with this book including colored images and over 50 activities using Arduino and ESP32, build useful, stylish, and smart wearable devices, and create interactive circuits that react to us and our environment Key Features Learn wearable technology and build electronic circuits with fun activities using Arduino systems Get an in-depth understanding of e-textiles and ESP32 microcontrollers to create interactive wearables Apply a design innovation approach and best practices to address real-world issues Book DescriptionWearable circuits add interaction and purpose to clothing and other wearable devices that are currently widely used in medical, social, safety, entertainment, and sports fields. To develop useful and impressive prototypes and wearables, you’ll need to be skilled in designing electronic circuits and working with wearable technologies. This book takes you on an interesting journey through wearable technology, starting from electronic circuits, materials, and e-textile toolkits to using Arduino, which includes a variety of sensors, outputs, actuators, and microcontrollers such as Gemma M0 and ESP32. As you progress, you’ll be carefully guided through creating an advanced IoT project. You’ll learn by doing and create wearables with the help of practical examples and exercises. Later chapters will show you how to develop a hyper-body wearable and solder and sew circuits. Finally, you’ll discover how to build a culture-driven wearable to track data and provide feedback using a Design Innovation approach. After reading this book, you’ll be able to design interactive prototypes and sew, solder, and program your own Arduino-based wearable devices with a purpose.What you will learn Construct sewable electronic circuits with conductive thread and materials Discover the features of LilyPad, Gemma, Circuit Playground, and other boards Use various components for listening, moving, sensing actions, and visualizing outputs Control ESP32 development boards for IoT exploration Understand why and how to prototype to create interactive wearables Get skilled in sewing and soldering sensors to Arduino-based circuits Design and build a hyper-body wearable that senses and reacts Master a Design Innovation approach for creating wearables with a purpose Who this book is for This book is for electronics engineers, embedded system engineers and designers, and R&D engineers, who are beginners in the wearable technology domain as well as makers and hobbyists who have an interest in creative computing. It will also be useful for teachers, students, and researchers, who are learning interaction design, physical computing, technology, fashion, or arts. Having a basic understanding of Arduino-based systems will help in easily comprehending the contents of the book.
Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.
How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.
Interactive media designers have been discussing modes to optimize interaction design beyond mere usability. With the arrival of Emotional Design followed by the success of the User Experience (UX) approaches, the discussion continued and augmented. Experience has become a complex buzzword, which is more about the subject’s experience than the product, and this is why it's difficult, or even impossible, to define it in a concise manner. We propose to move the discussion from Experience towards Engagement, to emphasize the design of the relationship between artefacts, contexts and users. Engagement asks for a more concrete type of experience, with specific needs, motives, skills and competences, which can be more clearly worked into the design of artefacts. Engagement also differs from other concepts e.g. fun, enjoyment, happiness or well-being and is open enough to grant freedom to designers in creating their personal world views. To push this new approach, we offer in this book a full model for the design of engagement in interactive media, still believing it can be applied beyond that. The model is arranged around what we call the three engagement streams: Progression, Expression and Relation.
The third volume in the Sneaky Uses series features fifty all-new amazing projects made from ordinary household items. Master of homemade inventions Cy Tymony is back with the absolute Sneakiest Uses for Everyday Things! Would-be inventers, junk drawer aficionados, and science-fair parents rejoice as Cy helps you bring out your inner MacGyver. In these pages you will learn how to turn a piece of paper into a Frisbee, a business card into a boomerang, a TV tray into a robot, and more. Beginning with a complete list of materials and some sneaky science fun-damentals, Cy presents easy-to-follow step-by-step instructions paired with helpful illustrations. Most projects will be completed in just minutes using common items found around the house.
The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behavior. Divided in three parts, this title discusses major topics such as: emotions, motivation, games, and game-experience.
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
This book constitutes the refereed proceedings of the 6th International Conference on Convergence and Hybrid Information Technology, ICHIT 2012, held in Daejeon, Korea, in August 2012. The 102 revised full papers presented were carefully reviewed and selected from 196 submissions. The papers are organized in topical sections on communications and networking; soft computing and intelligent systems; medical information and bioinformatics; security and safety systems; HCI and data mining; software and hardware engineering; image processing and pattern recognition; robotics and RFID technologies; convergence in information technology; workshop on advanced smart convergence (IWASC).