Artículos de revistas sobre el tema "Fun design"
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俞, 恺怡. "Researches on the Application of Fun in Food Packaging". Design 08, n.º 04 (2023): 3029–34. http://dx.doi.org/10.12677/design.2023.84374.
Zhang, Huazi, Kairan Sun, Qiuyuan Huang, Yonggang Wen y Dapeng Wu. "FUN Coding: Design and Analysis". IEEE/ACM Transactions on Networking 24, n.º 6 (diciembre de 2016): 3340–53. http://dx.doi.org/10.1109/tnet.2016.2516819.
Sharples, Sue. "Putting fun into bookshop design". Retail and Distribution Management 13, n.º 1 (enero de 1985): 30–32. http://dx.doi.org/10.1108/eb018260.
Karolus, Jakob, Simon Thanheiser, David Peterson, Nicolas Viot, Thomas Kosch, Albrecht Schmidt y Paweł W. Wozniak. "Imprecise but Fun". Proceedings of the ACM on Human-Computer Interaction 6, MHCI (19 de septiembre de 2022): 1–21. http://dx.doi.org/10.1145/3546725.
Dolan, Stephen. "Fun with semirings". ACM SIGPLAN Notices 48, n.º 9 (12 de noviembre de 2013): 101–10. http://dx.doi.org/10.1145/2544174.2500613.
Xiao, Yuqin. "Research on the Application of Fun Design in Children's Product Packaging Design". Highlights in Art and Design 4, n.º 1 (28 de agosto de 2023): 55–60. http://dx.doi.org/10.54097/hiaad.v4i1.11727.
Du, Yi Fan, Zi Qi Liu, Euitay Jung y Eung Hwa Kim. "A Study of Nudge Design Cases in Chinese Public Design: Focusing On The Fun Theory". korea soc pub des 13 (30 de junio de 2024): 7–19. http://dx.doi.org/10.54545/kspd.2024.06.07.
Singh, Gary. "Fun with Fractal Art". IEEE Computer Graphics and Applications 29, n.º 1 (enero de 2009): 4–5. http://dx.doi.org/10.1109/mcg.2009.8.
Li, Lu. "Designing Fun Teaching Activities in Guzheng Education". International Journal of Education and Humanities 9, n.º 1 (15 de junio de 2023): 1–4. http://dx.doi.org/10.54097/ijeh.v9i1.9025.
나현신 y 김현주. "‘Fake Fun’ Design in the New Millennium Fashion". Journal of Korea Design Forum ll, n.º 34 (febrero de 2012): 47–54. http://dx.doi.org/10.21326/ksdt.2012..34.005.
Temes, Gabor C. "Fifty-Five Fun-Filled Years in Circuit Design". IEEE Solid-State Circuits Magazine 5, n.º 2 (2013): 8–21. http://dx.doi.org/10.1109/mssc.2013.2255492.
Lee, Thomas. "Too Much Fun: Contemporary Aesthetic Theory and Design". Design and Culture 9, n.º 3 (2 de septiembre de 2017): 301–15. http://dx.doi.org/10.1080/17547075.2017.1370669.
Kadarwati, Sri, Woro Sumarni, Atika Wijaya, Mohammad Alauhdin, Cepi Kurniawan, Nuril Huda, Teguh Budiyanto, Rena Aliya Pramestia y Elvara Siti Azzahra. "Fun and Exciting Research in Competitive Research Design". Jurnal Abdimas 27, n.º 2 (13 de diciembre de 2023): 167–74. http://dx.doi.org/10.15294/abdimas.v27i2.48396.
Song, Ju. "Analysis of the Fun of Food Packaging Design". Journal of Industry and Engineering Management 1, n.º 1 (marzo de 2023): 64–69. http://dx.doi.org/10.62517/jiem.202303109.
Harjanti, Atika Dwi, Ofita Purwani y Tri Yuni Iswati. "Taman Botani Boyolali Dengan Pendekatan Fun Design Sebagai Pusat Wisata Edukasi Botani". Region: Jurnal Pembangunan Wilayah dan Perencanaan Partisipatif 12, n.º 2 (30 de noviembre de 2017): 143. http://dx.doi.org/10.20961/region.v12i2.12368.
Guthery, Scott. "Are we still having fun?" ACM SIGPLAN Notices 28, n.º 8 (agosto de 1993): 1. http://dx.doi.org/10.1145/163114.163115.
Franzwa, Christopher, Ying Tang, Aaron Johnson y Talbot Bielefeldt. "Balancing Fun and Learning in a Serious Game Design". International Journal of Game-Based Learning 4, n.º 4 (octubre de 2014): 37–57. http://dx.doi.org/10.4018/ijgbl.2014100103.
Appelbaum, Peter y Stella Clark. "Science! Fun? A critical analysis of design/content/evaluation". Journal of Curriculum Studies 33, n.º 5 (septiembre de 2001): 583–600. http://dx.doi.org/10.1080/00220270010023812.
Yanson, Regina y Melissa J. Mann. "Wrapping Blocks: A Fun Way to Teach Job Design". Management Teaching Review 5, n.º 2 (21 de marzo de 2019): 144–62. http://dx.doi.org/10.1177/2379298119836418.
Ghelli, Giorgio. "Complexity of kernel Fun subtype checking". ACM SIGPLAN Notices 31, n.º 6 (15 de junio de 1996): 134–45. http://dx.doi.org/10.1145/232629.232643.
Plester, Barbara, Helena Cooper-Thomas y Joanne Winquist. "The fun paradox". Employee Relations 37, n.º 3 (7 de abril de 2015): 380–98. http://dx.doi.org/10.1108/er-04-2013-0037.
Chan, Simon C. H. y Wai-ming Mak. "Have you experienced fun in the workplace?" Journal of Chinese Human Resource Management 7, n.º 1 (9 de mayo de 2016): 27–38. http://dx.doi.org/10.1108/jchrm-03-2016-0002.
Silva, Frutuoso G. M. "Practical Methodology for the Design of Educational Serious Games". Information 11, n.º 1 (24 de diciembre de 2019): 14. http://dx.doi.org/10.3390/info11010014.
Yang, Yi y Eun Kil Cho. "A Convergence Study on the Characteristics of Fun Design Expression in Kindergarten Space". Korean Society of Science & Art 40, n.º 3 (30 de junio de 2022): 293–308. http://dx.doi.org/10.17548/ksaf.2022.06.30.293.
Simon, Victoria. "Guided by Delight: Music Apps and the Politics of User Interface Design in the iOS Platform". Television & New Media 21, n.º 1 (23 de agosto de 2018): 60–74. http://dx.doi.org/10.1177/1527476418794634.
Plester, Barbara y Ann Hutchison. "Fun times: the relationship between fun and workplace engagement". Employee Relations 38, n.º 3 (4 de abril de 2016): 332–50. http://dx.doi.org/10.1108/er-03-2014-0027.
Murrie, Katie y Kim Anderson. "Furnishing Fun: Revamping a Retailer’s Employee Experience through Service Design". Touchpoint 14, n.º 1 (18 de agosto de 2023): 109–12. http://dx.doi.org/10.30819/touchpoint.14-1.22.
Aziz, George. "Impact of Gamification in Human Behavior Modification Through Fun Design". International Design Journal 5, n.º 1 (1 de enero de 2015): 173–80. http://dx.doi.org/10.21608/idj.2015.101968.
Wei, XiaoRan y Chi-Gyu Oh. "Analysis of Design Factors Affecting the Fun of Virtual Reality Cultural Property Games". JOURNAL OF THE KOREA CONTENTS ASSOCIATION 24, n.º 3 (31 de marzo de 2024): 108–21. http://dx.doi.org/10.5392/jkca.2024.24.03.108.
Bai, Kun y Sung Won Lee. "A Study on the Effect of Fun Design on the Emotional Response of Young People in Home Interior Design". JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE 29, n.º 2 (30 de junio de 2023): 121–34. http://dx.doi.org/10.18208/ksdc.2023.29.2.121.
Savira, Savira, Siti Khosiah y Ratih Kusumawardhani. "Geometry fun circuit play for children's geometric shapes recognition". Journal of Early Childhood Care and Education 4, n.º 2 (8 de julio de 2022): 92–99. http://dx.doi.org/10.26555/jecce.v4i2.5369.
Wang, Haiying y Muhamad Abdul Aziz Ab. Gani. "Research on Emotional Design for Children Food Packaging". Idealogy Journal 7, n.º 2 (1 de septiembre de 2022): 8–24. http://dx.doi.org/10.24191/idealogy.v7i2.342.
Stefanie, Stefanie, Hartini Laswandi y Silvia Meliana. "The Application of Fun Learning Concept in Playgroup Classroom Interior Design". International Journal of Application on Social Science and Humanities 1, n.º 1 (20 de febrero de 2023): 1200–1209. http://dx.doi.org/10.24912/ijassh.v1i1.25737.
Anci, Anthony y Trianggoro Wiradinata. "Design and Development of RunForFun Mobile Application". MATEC Web of Conferences 164 (2018): 01005. http://dx.doi.org/10.1051/matecconf/201816401005.
Mariani, Ilaria y Judith Ackermann. "Fun by design: The game design activity and its iterative process as (playful) learning practices". Conjunctions. Transdisciplinary Journal of Cultural Participation 3, n.º 1 (6 de junio de 2016): 1. http://dx.doi.org/10.7146/tjcp.v3i1.23643.
Kim, Jieun y Jae-Eun Kim. "Making customer engagement fun". Journal of Fashion Marketing and Management 18, n.º 2 (6 de mayo de 2014): 133–44. http://dx.doi.org/10.1108/jfmm-04-2013-0050.
Georganta, Katerina y Anthony Montgomery. "Workplace fun: a matter of context and not content". Qualitative Research in Organizations and Management: An International Journal 14, n.º 3 (29 de agosto de 2019): 317–36. http://dx.doi.org/10.1108/qrom-06-2017-1541.
Tondorf, Diego Fellipe y Marcelo da Silva Hounsell. "Constructs and Outcomes of Fun in Digital Serious Games: The State of the Art". Journal on Interactive Systems 13, n.º 1 (13 de diciembre de 2022): 386–99. http://dx.doi.org/10.5753/jis.2022.2605.
Dinata, Hendra. "Gamification in Education Context: The Intention, The Design and The Result". Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi 6, n.º 2 (28 de julio de 2021): 75–80. http://dx.doi.org/10.25139/inform.v6i2.4035.
Tews, Michael J., John Michel, Shi Xu y Alex J. Drost. "Workplace fun matters … but what else?" Employee Relations 37, n.º 2 (9 de febrero de 2015): 248–67. http://dx.doi.org/10.1108/er-10-2013-0152.
Prihadi, Singgih. "DESIGN OF MODEL-BASED GEOGRAPHY LEARNING ENVIRONMENT TO CREATE SCHOOL FUN". GeoEco 4, n.º 2 (5 de diciembre de 2018): 115. http://dx.doi.org/10.20961/ge.v4i2.22420.
Park, Hee Myoung y Cheol Lee. "A Study on Fun’s Visual Expression appeared in Snack Package Design". Journal of The Korean Society of Illustration Research 71 (30 de junio de 2022): 17–28. http://dx.doi.org/10.37379/jksir.2022.71.02.
Lee, Kyonghee, Younghee Kim, Hong-In Cheng y Hyunhee Jung. "Design Elements for the Fun Emotion on Movie Publicizing Web Site". Journal of Digital Design 10, n.º 1 (enero de 2010): 31–38. http://dx.doi.org/10.17280/jdd.2010.10.1.004.
Wakes, Sarah y Amanda Beukes. "Height, fun and safety in the design of children's playground equipment". International Journal of Injury Control and Safety Promotion 19, n.º 2 (junio de 2012): 101–8. http://dx.doi.org/10.1080/17457300.2011.603148.
Grosshandler, D. J. y E. Niswander Grosshandler. "Constructing fun: self-determination and learning at an afterschool design lab". Computers in Human Behavior 16, n.º 3 (mayo de 2000): 227–40. http://dx.doi.org/10.1016/s0747-5632(00)00003-0.
Popov, Lubomir y Gary David. "Unveiling Hidden Social Design: New Roles for Sociologists". European Review Of Applied Sociology 10, n.º 14 (1 de junio de 2017): 6–19. http://dx.doi.org/10.1515/eras-2017-0001.
Wu, Qiang. "Abstinence Design". Journal of Educational Theory and Management 4, n.º 1 (20 de mayo de 2020): 56. http://dx.doi.org/10.26549/jetm.v4i1.2575.
Rachmawati, Meida, Suzana Widjajanti, Ahmad Ahmad y Aslan Aslan. "The English Camps as Method of Promoting Fun English at Elementary School Level in Indonesia". Tapis : Jurnal Penelitian Ilmiah 4, n.º 2 (2 de diciembre de 2020): 174. http://dx.doi.org/10.32332/tapis.v4i2.2563.
R. Fluegge-Woolf, Erin. "Play hard, work hard". Management Research Review 37, n.º 8 (15 de julio de 2014): 682–705. http://dx.doi.org/10.1108/mrr-11-2012-0252.
Saputro, Zanuar Bagus, Tjitra Wardani y Purwo Sri Rejeki. "The Effect of Moderate Intensity Fun Aerobic Gym on HDL-C and LDL- C on Overweight Women". Folia Medica Indonesiana 55, n.º 2 (14 de enero de 2021): 89. http://dx.doi.org/10.20473/fmi.v55i2.24511.