E-Book, Englisch, Band 3, 294 Seiten, eBook
Blythe / Overbeeke / Monk Funology
1. Auflage 2006
ISBN: 978-1-4020-2967-7
Verlag: Springer Netherland
Format: PDF
Kopierschutz: 1 - PDF Watermark
From Usability to Enjoyment
E-Book, Englisch, Band 3, 294 Seiten, eBook
Reihe: Human-Computer Interaction Series
ISBN: 978-1-4020-2967-7
Verlag: Springer Netherland
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Theories and Concepts.- to Section 1.- Let’s Make Things Engaging.- The Engineering of Experience.- The Thing and I: Understanding the Relationship Between User and Product.- Making Sense of Experience.- Enjoyment: Lessons from Karasek.- Fun on the Phone: The Situated Experience of Recreational Telephone Conferences.- The Enchantments of Technology.- The Semantics of Fun: Differentiating Enjoyable Eeperiences.- Methods and Techniques.- User Empowerment and the Fun Factor.- to Section 2.- Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products.- That’s Entertainment!.- Designing for Fun: User-Testing Case Studies.- Playing Games in the Emotional Space.- Deconstructing Experience: Pulling Crackers Apart.- Designing Engaging Experiences with Children and Artists.- Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World.- Case Studies in Design.- to Section 3.- The Joy of Telephony: Designing Appealing Interactions.- From Usable to Enjoyable Information Displays.- Fun for All: Promoting Engagement and Paraticipation in Community Programming Projects.- Storytelling & Conversation to Improve the Fun Factor in Software Applications.- Deconstructing Ghosts.- Interfacing the Narrative Experience.- Whose Line is It Anyway? Enabling Creative Appropriation of Television.- The Interactive Installation ISH: In Search of Resonant Human Product Interaction.- Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction.
CHAPTER 19 STORYTELLING & CONVERSATION TO IMPROVE THE FUN FACTOR IN SOFTWARE APPLICATIONS by NORBERT BRAUN (p. 233-234)
1. INTRODUCTION
In this chapter, we describe the general structure of an approach to the design of enjoyable storytelling applications and describe its usage with a project example. First, we give an overview (with a view on related work) of our two level approach, using storytelling (as one level) and conversation (as a second level) to provide a dramatic experience for the user. The two levels are separate modules and each can be used on their own. Used together, they build the basis of dramatic conversational interactions between users and virtual characters - the story level to provide a general dramatic structure, the conversation level to provide a human-like interaction metaphor for the story.
Then we give a project example: We used the approach to prototype a ghost story within an augmented reality environment at the castle of Heidelberg, Germany. The example explains how the two levels, the storytelling level (to automatically provide a dramatic structure), and the conversation level (to let the user experience the several sub-pieces of a interactive drama in a conversational way) are used to involve the user in a dramatic story.
The story itself is played by virtual characters (ghosts). These characters interact with the user in a conversational way (by talking, gesturing, miming) and play a story that is alterable by the user. As our basic goal is fun for the user, we start with an explanation of our two level approach and its relation to user enjoyment.
2. CONVERSATION AND NARRATION AS HUMAN-CENTRED STRUCTURES OF INFORMATION
We distinguish between two forms of user satisfaction with an application - short term and medium term. For short-term satisfaction, we suggest a human-centred user interface. Humancentred means that for every task to be performed with the application, there is a task-optimised interface. Depending on the task and the difficulty of the problem, the applications utilize different interface approaches.
A conversation metaphor is useful for the organization of discourses between computer and user, as it is oriented to interpersonal communication. Medium-term satisfaction is determined by the meaning and sense of the application and eludes in this context a universal definition. But, even in this case, its possible to define structures that organize content in ways that are found enjoyable by people.
Throughout history stories have been used to organize information in a way that is comprehensible and enjoyable. The use of story to provide information gives the user an easy structure with which to remember information – much easier than a simple database interface that forces the users to build their own information structure among the queried data.
The following sections focus on the abstract modelling of stories and conversation; the rendering of characters is referenced in separate literature.