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
Engagement Design: Designing for Interaction Motivations (Human–Computer Interaction Series)
✍ Scribed by Nelson Zagalo
- Publisher
- Springer
- Year
- 2020
- Tongue
- English
- Leaves
- 180
- Category
- Library
No coin nor oath required. For personal study only.
✦ Synopsis
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.
✦ Table of Contents
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
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