메뉴 건너뛰기




Volumn , Issue , 2013, Pages 221-230

The Playful Experiences (PLEX) framework as a guide for expert evaluation

Author keywords

evaluation methods; heuristic evaluation; playfulness

Indexed keywords

HEURISTIC METHODS; NEAR FIELD COMMUNICATION;

EID: 84887363612     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2513506.2513530     Document Type: Conference Paper
Times cited : (50)

References (40)
  • 2
    • 84867165134 scopus 로고    scopus 로고
    • Understanding Playfulness - An Overview of the Revised Playful Experience (PLEX) Framework
    • Design and Emotion Society
    • Arrasvuori, J., Boberg, M. and Korhonen H. Understanding Playfulness - An Overview of the Revised Playful Experience (PLEX) Framework. Proc. Design & Emotion 2010, Design and Emotion Society.
    • Proc. Design & Emotion 2010
    • Arrasvuori, J.1    Boberg, M.2    Korhonen, H.3
  • 5
    • 29144519319 scopus 로고
    • How to delight your customers
    • Berman, B. How to delight your customers. California Management Review 48, 1 (1995), 129-151.
    • (1995) California Management Review , vol.48 , Issue.1 , pp. 129-151
    • Berman, B.1
  • 10
  • 12
    • 79959649324 scopus 로고    scopus 로고
    • A Study in Play, Pleasure and Experience Design
    • ACM
    • Costello, B. and Edmonds, E. A Study in Play, Pleasure and Experience Design. Proc. DPPI'07, ACM (2007), 76-91.
    • (2007) Proc. DPPI'07 , pp. 76-91
    • Costello, B.1    Edmonds, E.2
  • 15
    • 10044276739 scopus 로고    scopus 로고
    • The Thing and I: Understanding the Relationship Between User and Product
    • Kluwer
    • Hassenzahl, M. The Thing and I: Understanding the Relationship Between User and Product. In Funology - From Usability to Enjoyment. Kluwer, 2003, 31-42.
    • (2003) Funology - from Usability to Enjoyment , pp. 31-42
    • Hassenzahl, M.1
  • 16
    • 84887380755 scopus 로고    scopus 로고
    • Play, Games, and Fun
    • University of Lapland Press
    • Holopainen, J. Play, Games, and Fun. In Extending Experiences. University of Lapland Press, 2008.
    • (2008) Extending Experiences
    • Holopainen, J.1
  • 17
    • 85014612142 scopus 로고    scopus 로고
    • Collecting Faces - Augmented Reality Playful Application for Mobile Phones
    • Video Submission Presented at
    • Holopainen, J. and Ollila, E. Collecting Faces - Augmented Reality Playful Application for Mobile Phones. Video Submission Presented at Pervasive 2010.
    • Pervasive 2010
    • Holopainen, J.1    Ollila, E.2
  • 21
    • 84887366337 scopus 로고    scopus 로고
    • Putting the Fun in Functional
    • Kim, A.J. Putting the Fun in Functional. Google Tech Talk Video, 2009. http://youtu.be/ihUt-163gZI
    • (2009) Google Tech Talk Video
    • Kim, A.J.1
  • 22
    • 78149466253 scopus 로고    scopus 로고
    • Understanding Playful Experiences Through Digital Games
    • ACM
    • Korhonen H., Montola M. and Arrasvuori J. Understanding Playful Experiences Through Digital Games. Proc. DPPI '09, ACM (2009), 274-285.
    • (2009) Proc. DPPI '09 , pp. 274-285
    • Korhonen, H.1    Montola, M.2    Arrasvuori, J.3
  • 26
    • 78249280616 scopus 로고    scopus 로고
    • PLEX Cards: A source of inspiration when designing for playfulness
    • ACM
    • Lucero, A. and Arrasvuori, J. PLEX Cards: a source of inspiration when designing for playfulness. Proc. Fun and Games 2010, ACM (2010), 28-37.
    • (2010) Proc. Fun and Games 2010 , pp. 28-37
    • Lucero, A.1    Arrasvuori, J.2
  • 27
    • 84870893783 scopus 로고    scopus 로고
    • The PLEX Cards and its techniques as sources of inspiration when designing for playfulness
    • Inderscience
    • Lucero, A. and Arrasvuori, J. The PLEX Cards and its techniques as sources of inspiration when designing for playfulness. IJART 6, 1 (2013), Inderscience, 22-43.
    • (2013) IJART , vol.6 , Issue.1 , pp. 22-43
    • Lucero, A.1    Arrasvuori, J.2
  • 28
    • 29544449243 scopus 로고
    • What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games
    • ACM
    • Malone, T. What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games. Proc. SIGSMALL '80, ACM (1980), 162-169.
    • (1980) Proc. SIGSMALL '80 , pp. 162-169
    • Malone, T.1
  • 29
    • 57549091772 scopus 로고    scopus 로고
    • Technology as experience
    • McCarthy, J. and Wright, P. Technology as experience. interactions, 11, 5, 42-43.
    • Interactions , vol.11 , Issue.5 , pp. 42-43
    • McCarthy, J.1    Wright, P.2
  • 30
    • 85049653881 scopus 로고
    • Heuristic evaluation of user interfaces
    • ACM
    • Nielsen, J. and Molich, R. Heuristic evaluation of user interfaces. Proc. CHI '90, ACM (1990), 249-256.
    • (1990) Proc. CHI '90 , pp. 249-256
    • Nielsen, J.1    Molich, R.2
  • 31
    • 0027697876 scopus 로고
    • Iterative User-Interface Design
    • Nielsen, J. Iterative User-Interface Design. Computer 26, 11 (1993), 32-41.
    • (1993) Computer , vol.26 , Issue.11 , pp. 32-41
    • Nielsen, J.1
  • 33
    • 0031227465 scopus 로고    scopus 로고
    • Customer Delight: Foundations, Findings, and Managerial Insight
    • Oliver, R., Rust, R. and Varki, S. Customer Delight: Foundations, Findings, and Managerial Insight. Journal of Retailing 73, 3 (1997), 311-336
    • (1997) Journal of Retailing , vol.73 , Issue.3 , pp. 311-336
    • Oliver, R.1    Rust, R.2    Varki, S.3
  • 35
    • 42249106112 scopus 로고    scopus 로고
    • Designing for Fun: How Can We Design User Interfaces to Be More Fun?
    • Shneiderman, B. Designing for Fun: How Can We Design User Interfaces to Be More Fun? interactions 11, 5 (2004), 48-50.
    • (2004) Interactions , vol.11 , Issue.5 , pp. 48-50
    • Shneiderman, B.1
  • 37
    • 33745255765 scopus 로고    scopus 로고
    • GameFlow: A Model for Evaluating Player Enjoyment in Games
    • Article
    • Sweetser, P. and Wyeth, P. GameFlow: A Model for Evaluating Player Enjoyment in Games. Comput. Entertain. 3, 3 (2005), Article 3A.
    • (2005) Comput. Entertain. , vol.3 , Issue.3
    • Sweetser, P.1    Wyeth, P.2
  • 39
    • 53549083762 scopus 로고    scopus 로고
    • Adult play, Psychology and Design
    • van Leeuwen, L. and Westwood, D. Adult play, Psychology and Design. Digital Creativity 19, 3 (2008), 153-161.
    • (2008) Digital Creativity , vol.19 , Issue.3 , pp. 153-161
    • Van Leeuwen, L.1    Westwood, D.2
  • 40
    • 84887331156 scopus 로고    scopus 로고
    • Facets: 5 Motivation Factors for Why People Play MMORPG's
    • Yee, N. Facets: 5 Motivation Factors for Why People Play MMORPG's. Terra Incognita 1, 2002.
    • (2002) Terra Incognita , pp. 1
    • Yee, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.