Engagement Design


Book Description

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.




Engaged


Book Description

Behavior change design creates entrancing—and effective—products and experiences. Whether you've studied psychology or are new to the field, you can incorporate behavior change principles into your designs to help people achieve meaningful goals, learn and grow, and connect with one another. Engaged offers practical tips for design professionals to apply the psychology of engagement to their work.




Designing for engagement


Book Description

Key messagesMulti-stakeholder forums (MSFs) are increasingly seen as essential for collaboration -- across different levels of government and among multiple constituencies-- due to the growing urgency to address climate change and transform development trajectories.A review of the scholarly literature reveals that more equitable and resilient MSFs require a shift in emphasis away from how to design projects toward designing engagement in a way that addresses a specific situation or context.Designing for engagement combines top-down with bottom-up approaches, starting with a period of research and meetings at upper levels to understand the potential challenges that local project implementers face within the broader context they are encountering.This process is engaged, committed and adaptive, supporting a spirit of co-learning among all actors, building mutual respect and trust over time.This approach has the best chance of resilience in the face of change or challenge, and of leading to equitable outcomes -- and is not fostered by the increasingly short-term nature of donor funding and the emphasis on simple quantitative impact indicators.




Designing for User Engagment


Book Description

This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions




From Social Butterfly to Engaged Citizen


Book Description

Studies from around the world show how the social media tools of Web 2.0 are shaping engagement with cities, communities, and spaces. Web 2.0 tools, including blogs, wikis, and photo sharing and social networking sites, have made possible a more participatory Internet experience. Much of this technology is available for mobile phones, where it can be integrated with such device-specific features as sensors and GPS. From Social Butterfly to Engaged Citizen examines how this increasingly open, collaborative, and personalizable technology is shaping not just our social interactions but new kinds of civic engagement with cities, communities, and spaces. It offers analyses and studies from around the world that explore how the power of social technologies can be harnessed for social engagement in urban areas. Chapters by leading researchers in the emerging field of urban informatics outline the theoretical context of their inquiries, describing a new view of the city as a hybrid that merges digital and physical worlds; examine technology-aided engagement involving issues of food, the environment, and sustainability; explore the creative use of location-based mobile technology in cities from Melbourne, Australia, to Dhaka, Bangladesh; study technological innovations for improving civic engagement; and discuss design research approaches for understanding the development of sentient real-time cities, including interaction portals and robots.




Design as Democracy


Book Description

How can we design places that fulfill urgent needs of the community, achieve environmental justice, and inspire long-term stewardship? By bringing community members to the table with designers to collectively create vibrant, important places in cities and neighborhoods. For decades, participatory design practices have helped enliven neighborhoods and promote cultural understanding. Yet, many designers still rely on the same techniques that were developed in the 1950s and 60s. These approaches offer predictability, but hold waning promise for addressing current and future design challenges. Design as Democracy is written to reinvigorate democratic design, providing inspiration, techniques, and case stories for a wide range of contexts. Edited by six leading practitioners and academics in the field of participatory design, with nearly 50 contributors from around the world, it offers fresh insights for creating meaningful dialogue between designers and communities and for transforming places with justice and democracy in mind.




Gamification in Education: Breakthroughs in Research and Practice


Book Description

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.




Memorials as Spaces of Engagement


Book Description

Memorials are more diverse in design and subject matter than ever before. No longer limited to statues of heroes placed high on pedestals, contemporary memorials engage visitors in new, often surprising ways, contributing to the liveliness of public space. In Memorials as Spaces of Engagement Quentin Stevens and Karen A. Franck explore how changes in memorial design and use have helped forge closer, richer relationships between commemorative sites and their visitors. The authors combine first hand analysis of key examples with material drawn from existing scholarship. Examples from the US, Canada, Australia and Europe include official, formally designed memorials and informal ones, those created by the public without official sanction. Memorials as Spaces of Engagement discusses important issues for the design, management and planning of memorials and public space in general. The book is organized around three topics: how the physical design of memorial objects and spaces has evolved since the 19th century; how people experience and understand memorials through the activities of commemorating, occupying and interpreting; and the issues memorials raise for management and planning. Memorials as Spaces of Engagement will be of interest to architects, landscape architects and artists; historians of art, architecture and culture; urban sociologists and geographers; planners, policymakers and memorial sponsors; and all those concerned with the design and use of public space.




Handbook of Research on Serious Games for Educational Applications


Book Description

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.




Designing Tasks in Secondary Education


Book Description

Engaging students in learning about their subject is a central concern for all teachers and teacher educators. How teachers view and use the pedagogic potential of different tasks to engage pupils with knowledge in different subjects, is central to this endeavour. Designing Tasks in Secondary Education explores models for effective task design, helping you translate the curriculum into the tasks and activities that you ask your students to do in order to facilitate developmental or higher-level understanding of curriculum content. Written by experts in the field of education from a range of subjects and including a foreword written by renowned author Professor Walter Doyle, this book spans an international context and offers a refreshing alternative of how to plan and design tasks that will not only intellectually stimulate but improve teaching quality. Key topics explored include: Designing tasks which engage learners with knowledge Policy perspectives on task design Designing cognitively demanding classroom tasks Task design issues in the secondary subjects Designing Tasks in Secondary Education offers essential insight into task design and its importance for enhancing subject understanding and student engagement. It will challenge and support all education professionals concerned with issues of curriculum design, subject knowledge, classroom organisation, agency in the learning process and teaching quality.