Human Computer Interaction Series. Editors-in-chief Desney Tan, Microsoft Research, USA Jean Vanderdonckt, Université catholique de Louvain, Belgium

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Human Computer Interaction Series Editors-in-chief Desney Tan, Microsoft Research, USA Jean Vanderdonckt, Université catholique de Louvain, Belgium

HCI is a multidisciplinary field focused on human aspects of the development of computer technology. As computer-based technology becomes increasingly pervasive not just in developed countries, but worldwide the need to take a human-centered approach in the design and development of this technology becomes ever more important. For roughly 30 years now, researchers and practitioners in computational and behavioral sciences have worked to identify theory and practice that influences the direction of these technologies, and this diverse work makes up the field of human-computer interaction. Broadly speaking it includes the study of what technology might be able to do for people and how people might interact with the technology. The HCI series publishes books that advance the science and technology of developing systems which are both effective and satisfying for people in a wide variety of contexts. Titles focus on theoretical perspectives (such as formal approaches drawn from a variety of behavioral sciences), practical approaches (such as the techniques for effectively integrating user needs in system development), and social issues (such as the determinants of utility, usability and acceptability). Titles published within the Human Computer Interaction Series are included in Thomson Reuters Book Citation Index, The DBLP Computer Science Bibliography and The HCI Bibliography. More information about this series at http://www.springer.com/series/6033

Phil Turner J. Tuomas Harviainen Editors Digital Make-Believe 123

Editors Phil Turner School of Computing Edinburgh Napier University Edinburgh, UK J. Tuomas Harviainen Management and Organization Hanken School of Economics Helsinki, Finland ISSN 1571-5035 Human Computer Interaction Series ISBN 978-3-319-29551-0 ISBN 978-3-319-29553-4 (ebook) DOI 10.1007/978-3-319-29553-4 Library of Congress Control Number: 2016937642 Springer International Publishing Switzerland 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland

Contents 1 Introduction... 1 Phil Turner and J. Tuomas Harviainen 2 A Make-Believe Narrative for HCI... 11 Phil Turner 3 Make-Believing Virtual Realities... 27 Susan Turner, Chih-Wei Huang, Luke Burrows, and Phil Turner 4 Fiction for Design: Appropriating Hollywood Techniques for Design Fictions... 49 Tom Flint 5 Designing for Service Experiences... 67 Satu Luojus and J. Tuomas Harviainen 6 Gameworld Interfaces as Make-Believe... 89 Kristine Jørgensen 7 Make-Believe in Gameful and Playful Design... 101 Sebastian Deterding 8 The Role of Make-Believe in Foley... 125 Lindsey Carruthers and Phil Turner 9 Enactive Mechanism of Make-Belief Games... 141 Zuzanna Rucińska 10 Immanent Story Worlds: The Making of Punchdrunk s The Drowned Man: A Hollywood Fable... 161 Carina Westling v

Contributors Luke Burrows achieved his M.Sc. in User Experience from Edinburgh Napier University and is now an independent consultant. Lindsey Carruthers is a lecturer in the School of Life, Sport, and Social Sciences at Edinburgh Napier University. She specialises in cognitive psychology, with particular interests in creativity, attention, ADHD, memory, and pretending in adults. Sebastian Deterding is a researcher and designer working on facilitating human flourishing through playful and gameful design. He is a reader/senior research fellow at the University of York s Digital Creativity Hub, associate of the international design agency Hubbub, founder and organizer of the Gamification Research Network, and editor (with Steffen P. Walz) of The Gameful World: Approaches, Issues, Applications (MIT Press, 2015). Dr. Deterding lives online at codingconduct.cc. Tom Flint is a lecturer at the School of Computing at Edinburgh Napier University, aligned to the Make-Believe laboratory. Tom has worked in Higher Education for over 10 years, before this he has enjoyed a variety of occupations. This has included time as a BT technician, founder and publisher of cult magazines The Lock and Sleaze Nation, and a period working with urban outfitters when they first established themselves in Europe. Tom s teaching and research centre on physical computing and storytelling, particularly focusing on where these two disciplines complement each other. J. Tuomas Harviainen is a development manager for the city of Vantaa, Finland, and a postdoctoral researcher at Hanken School of Economics. He currently focuses especially on the organizational learning aspects of games, but often ventures into service design, management, information systems, or sexology. He is also one of the three editors of the journal Simulation & Gaming. Chih-Wei Huang achieved her M.Sc. in User Experience from Edinburgh Napier University and is now User Experience Designer at ZyXEL, Taiwan. vii

viii Contributors Kristine Jørgensen is as of 2015 a researcher at University of Bergen and project manager of the Games and Transgressive Aesthetic research project. She is the author of Gameworld Interfaces (MIT Press 2013) and A Comprehensive Study of Sound in Computer Games (Mellen Press 2009). She received her Ph.D. in media studies from University of Copenhagen in 2007. Satu Luojus has a Ph.D. in Information processing science. She is a principal lecturer and head of the Master s Degree Programme in Customer-Centered Service Development at Laurea University of Applied Sciences. Her areas of expertise are user experience (UX), user-centered design (UCD), service design (SD), and user research in living lab ecosystems. Her research interests include UX, user studies, conceptualization, user-centered design, and living lab research methods. She has over 20 years working experience as a lecturer as well as over 10 years experience in conducting user-centered R&D projects as a researcher and as a project coordinator/manager/scientific leader. Zuzanna Rucińska is a lecturer of philosophy in Leiden University, the Netherlands. She was an early stage researcher of the Marie Curie Initial Training Network TESIS at University of Hertfordshire, UK, working alongside Dan Hutto and Shaun Gallagher on the enactive account of pretence. Her research interests include pretence and imagination, embodied and enacted cognition, dynamical systems theory, sensorimotor theory, and theory of affordances. She is currently working on the application of the enactive account of pretence to the fields of sports and therapy. Phil Turner is a reader in the School of Computing at Edinburgh Napier University and research leader of the make-believe group. Susan Turner has 30 years experience of the human aspects of interactive systems. Her specialisms have included, in broadly chronological order: usability, usercentered design and evaluation, CSCW, presence and place, and user experience. She has recently retired from a senior lecturer post at Edinburgh Napier University. Carina Westling based at the University of Sussex, researches interaction design with Punchdrunk theatre company, pioneers in immersive interactive theatre. Her broader research interests include digital and live interaction and experience design, in which she is also an active practitioner with The Nimbus Group, where she acts as Creative Director. Past projects include live indoors and outdoors performance events in the UK and Scandinavia with participant numbers ranging from 150 to 200,000. Carina also collaborates with human-computer interaction researchers with a particular focus on complex embodied affective states and responses during interaction.