Engagement Design Designing for Interaction Motivations
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...
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| Main Author | |
|---|---|
| Format | eBook Book |
| Language | English |
| Published |
Cham
Springer Nature
2020
Springer Springer International Publishing AG Springer International Publishing |
| Edition | 1 |
| Series | Human–Computer Interaction Series |
| Subjects | |
| Online Access | Get full text |
| ISBN | 9783030370855 3030370852 9783030370848 3030370844 |
| ISSN | 1571-5035 2524-4477 |
| DOI | 10.1007/978-3-030-37085-5 |
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| Abstract | 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. |
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| AbstractList | 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. This book a full model for the design of engagement in interactive media, still believing it can be applied beyond that. -- |
| Author | Zagalo, Nelson |
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| DOI | 10.1007/978-3-030-37085-5 |
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| Notes | Includes bibliographical references and index |
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| RelatedPersons | Tan, Desney Vanderdonckt, Jean |
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| Snippet | Interactive media designers have been discussing modes to optimize interaction design beyond mere usability. With the arrival of Emotional Design followed by... This book a full model for the design of engagement in interactive media, still believing it can be applied beyond that. -- |
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| SubjectTerms | Cognitive Psychology Computer programming, programs, data Computer Science Human-computer interaction Interactive multimedia Media Design Success Success in business User interfaces (Computer systems) User Interfaces and Human Computer Interaction |
| SubjectTermsDisplay | Electronic books. Success in business. Success. |
| Subtitle | Designing for Interaction Motivations |
| TableOfContents | Intro -- Foreword -- Acknowledgements -- Contents -- About the Author -- List of Figures -- 1 Introduction -- 1.1 Deepening the Problem -- 1.2 The Relevance of Different Cultures -- 1.3 Approach and Structure -- References -- 2 From Experience to Engagement -- 2.1 Proustian Experience -- 2.1.1 Communication Is Meaning -- 2.1.2 Evaluation and Design -- 2.1.3 Engagement -- 2.1.4 The Model Approach -- References -- 3 Profiles of Engagement -- 3.1 Personality and Motivations -- 3.1.1 Player Motivations -- 3.1.2 Psychological Traits -- 3.1.3 Vocational Psychology and Talent -- 3.1.4 Correlations -- 3.2 Real Personas -- 3.2.1 Abstracters -- 3.2.2 Tinkerers -- 3.2.3 Dramatists -- 3.2.4 Synthesizing the Cases -- 3.3 The Profiles -- References -- 4 Contexts of Engagement -- 4.1 Epistemic Curiosity -- 4.2 Motivation -- 4.3 Volition Cycles -- 4.3.1 Uncertainty/Competence -- 4.3.2 Novelty/Autonomy -- 4.3.3 Comparability/Relatedness -- 4.4 Epistemic Contexts and Profiles -- References -- 5 Artefacts and Representation -- 5.1 Representation -- 5.2 Representation and Contexts -- 5.2.1 Symbolic Interaction -- 5.2.2 Symbolic Interaction: Obstacles and Challenges -- 5.2.3 Enactive Interaction -- 5.2.4 Enactive Interaction: Simulation and Functionality -- 5.2.5 Mimetic Interaction -- 5.2.6 Mimetic Interaction: Choose to Bond -- 5.3 Preferences and Outcomes -- 5.3.1 Symbolic Pleasure -- 5.3.2 Enactive Pleasure -- 5.3.3 Mimetic Pleasure -- 5.4 Pragmatic Outputs -- References -- 6 The Engagement Design Model and Applied Cases -- 6.1 Model Presentation -- 6.1.1 Progression -- 6.1.2 Expression -- 6.1.3 Relation -- 6.1.4 Streams Interrelated -- 6.2 Applied Case: The Multi-engagement of Assassin's Creed -- 6.3 Applied Cases: Dual Engagement -- 6.3.1 Progression and Expression -- 6.3.2 Relation and Expression -- 6.3.3 Progression and Relation 6.4 Multiple Stream Usage Analysis -- 6.4.1 Cognitive Load: Critical Thinking Versus Problem-Solving -- 6.4.2 Difficulty or Engagement Regulation? -- 6.5 Future of Streams -- 6.6 Final Notes and Limitations -- References -- Index |
| Title | Engagement Design |
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