A particular feature of the book is a thorough treatment of parallel, and sometimes competing, accounts from differing academic traditions. Overall, the discussion considers both foundational and more recent theoretical and applied perspectives from social psychology, evolutionary psychology, folk psychology, neuroaesthetics, neuropsychology, the philosophy of technology, design and the fine arts. This broad scope will be enlightening and stimulating for anyone concerned in understanding UX.
A Psychology of User Experience stands as a companion text to the author’s HCI Redux text which discusses the contemporary treatment of cognition in human-computer interaction.
Taking a broad chronological view, the author discusses cognition in relation to areas like make-believe, and appropriation, and places these more recent concepts in the context of traditional thinking about the psychology of HCI.
HCI Redux will appeal to undergraduate and postgraduate students and researchers in psychology, the cognitive sciences and HCI. It will also be of interest to all readers with a curiosity about our everyday use of technology.
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.