Artículos de revistas sobre el tema "Fun design"

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1

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.

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2

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.

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3

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.

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4

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.

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Novel input methods for game design often excite users, especially if they extend the way one interacts with the system. Electromyography (EMG) has the inherent potential to provide an intuitive - yet challenging - input channel for interactive systems. While this difficulty in control often limits the scope of applications for EMG in most systems, we argue that these qualities are especially relevant for games and playful interaction. The inherently challenging qualities of EMG input make the modality a prime candidate for designing body-centric playful experiences. Yet, we still need to understand its limitations to create engaging rather than frustrating experiences for users. In this work, we investigate EMG's potential to support playful interaction through exploratory studies, deriving feasible game interactions based on EMG's technical constraints, and study their application in game design. Based on our findings, we highlight design implications and pitfalls to avoid when creating EMG-based entertainment systems.
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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.

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6

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.

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With the development of the times and the prosperity of the market economy, the packaging of products is also developing towards a more diversified and personalized direction. Good packaging design can not only make consumers feel happy, but also increase product sales and enhance the competitiveness of enterprises. As a special category, children's products are subject to double screening by both users and guardians during the sales process. It is not only necessary to consider the basic functionality, but also the user experience of children. Packaging is an important component of a product. Compared to adults, children often rely on intuitive feelings when choosing products. Therefore, only by fully understanding children's preferences and incorporating fun design into product packaging can it more easily attract the attention of children's consumers and increase their purchasing desire. In this study, the author analyzed the feasibility and importance of applying fun design to children's product packaging design through research methods such as literature review, case analysis, and field research. The conclusion was drawn that fun design can enrich children's aesthetic taste and enhance product competitiveness. On the basis of consolidating research theory, analyze the expression forms of graphics, colors, shapes, and other aspects in the fun design of children's product packaging, and apply them to the design practice of Aomiao children's sock packaging design.
7

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.

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Recently, the world's attention to Nudge theory has begun to emerge in various fields. Nudge design induces people to choose in a more rational and beneficial way. If the promotion design is applied to the public design, it can create an atmosphere that is more active and conducive to social prosperity. However, since research on Nudge is still insufficient in China, it is necessary to explore how the fun theory of Nudge design can be combined with Chinese public design and to guide Chinese public design. In order to achieve this goal, first, theoretical considerations on the types of fun theory, Nudge design concepts, fun elements, and effect models are found through literature research to secure the accuracy of the method proposal based on this. Secondly, nine design methods were summarized through analysis of three types of fun theory and nine excellent case studies. Thirdly, experimental design was conducted in Chengdu, China, and data were collected through a survey. Fourth, the reliability and validity of the survey data were verified using SPSS software. With this, it was concluded that the design method proposed in this study could be applied to the Chinese public design field and have a positive effect.
8

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.

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9

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.

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The design of fun and engaging teaching activities in Guzheng education holds significant importance in terms of enhancing students' learning outcomes and sparking their interest. These designs aim to cultivate a love for Guzheng by incorporating enjoyable activities that increase student engagement and initiative. Fun teaching activities enrich students' learning experiences and promote their holistic development in musical literacy and skills. This article discusses the significance of designing fun teaching activities and the role of teachers in this process. Through innovation and guidance, teachers can design a variety of enjoyable activities, such as music apps and performance opportunities, to captivate students' attention and enhance their motivation to learn. These activities not only enable students to enjoy themselves while learning but also foster their creativity, collaboration skills, and critical thinking. In conclusion, the design of fun teaching activities brings vitality and enjoyment to Guzheng education. These activities not only ignite students' interest in Guzheng but also promote their holistic development in musical literacy and skills. Teachers play a crucial role in designing and guiding these activities, as they can meet students' needs, unleash their potential, and provide them with rich and meaningful experiences in learning Guzheng.
10

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.

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11

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.

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12

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.

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13

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.

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Research involving high school students or equivalent has been in great demand in recent years. Various ministries , government institutions and universities have launched various competitive research programs and events competition based research for SMA/MA level. Students and teachers at MAN 1 Semarang City have so far experienced many difficulties in designing competitive research. The achievements made by MAN 1 Semarang City students in the field of research are still very limited. The limited research experience of accompanying teachers could also be one of the causes. Collaboration with universities as institutions that not only provide education and teaching, but also research development, is a must. Therefore, assistance in designing research that is worthy of being competed in prestigious research competitions by the Semarang State University community service team is very important. Mentoring activities are carried out in the fields of science, technology and social humanities, involving Semarang State University research experts from both fields of study. This activity involved 31 students from MAN 1 Semarang City who were members of the madrasa research program along with 9 research assistant teachers from various fields of science. Activities include assistance in several phases of competitive research design, namely creating research ideas, drafting and finalizing research designs. This activity received a very good response and was seen as being able to help students and research assistant teachers at MAN 1 Semarang City in generating brilliant research ideas with novelty or novelty and high usefulness for the advancement of science and technology. A total of three proposal titles were produced from this activity ; one title in the field of social and human affairs and two titles in the field of science and technology. The obstacles in implementing mentoring are felt by teachers and students who have to spare time between busy teaching and learning activities at madrasas. The implementing team expressed its appreciation to the research supervisors and students who had successfully prepared research proposals to the final stage.
14

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.

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With the rapid development of society, people's consumption concept and aesthetic concept are also undergoing rapid changes, and the prevailing goods will often be annihilated in all kinds of homogenized products after a short popularity. In the food industry, this phenomenon is even more common. How to make the product stand out in similar products, and how to make the product always maintain a certain vitality in the choice of consumers, this may be the problem that the food industry needs to face now. While the quality of the product is guaranteed by itself, more choices may often depend on whether the design of the packaging can meet the preferences of consumers. This paper starts with the analysis of interesting interpretation and the concept of food packaging design, and explains the significance of integrating interesting into food packaging design. Secondly, it analyses the principles of interesting food packaging design from three aspects: functionality, aesthetics and innovation. Finally, from the three aspects of packaging design, packaging materials and packaging structure, the design strategy of interesting food packaging is explored, in order to attract the attention of target consumer groups through the fun of food packaging design, and finally achieve purchase behaviour.
15

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.

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<p class="Abstract"><em>Boyolali is one </em><em>city</em><em> in Indonesia with a massive growth in infrastucture development, espe</em><em>c</em><em>ially in terms of public and communities space development that became urban planning goals of Boyolali city in the last five years. There </em><em>are</em><em> many development programs that </em><em>have</em><em> been planned by the goverment, one of them is the plan for building Botanical Garden as </em><em>a </em><em>conservation area and public space in 2016. This program is the reason why Boyolali Botanical Garden is choosen as the object design. The design of the Botanical Garden is more focused on the educational recreation purpose that implement fun learning experiences as a learning method. This method has proven to make learning new things, in this case is botany , fun and easier to understand. The architectural approach used to solve the design problems </em><em>of this</em><em> Botanical Garden is Fun Design approach, so the design of Botanical Garden tries to direct architectural elements toward a design that gives a pleasant and fun environment to the users because fun environment is the most conductive learning climate for non-formal education. The architectural elements that can help to form a fun environment in Fun Design approach is : Forms, Mass Arragement, Colors, Materials, Aperture and Lighting. These elements can help to create a fun learning environment by emphasizing the design decision on the impression that can be conveyed by each elements. The impression that need to be conveyed by the design to make fun learning environment among others is cheerfullness, energetic, happy, flexible, freedoom, and refreshing. One of the example is the application of bright color (such as yellow, red, blue, ect) to convey cheerfulness and energetic impression on the design.</em></p>
16

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.

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17

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.

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This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed, including narrative-learning synthesis, supplementing the player's actions with feedback, and the development of a sufficient guidance system. The evaluation of Sustain City deployment is also presented. The assessment confirms the values of the serious games in promoting students' interests and learning in STEM fields.
18

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.

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19

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.

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This article provides an overview of job design and offers an experiential teaching exercise to help students develop a better comprehension of job design and redesign, as well as learn the importance and challenges of such undertakings. Understanding the core elements of job design is especially important because job design serves as the foundational block for a deeper understanding and application of other organizational phenomenon such as the job characteristics model. This exercise is intended for the introductory undergraduate and graduate-level human resource management course as well as any courses covering “staffing.” Additionally, this activity may be used in the undergraduate Principles of Management or associated introductory management class.
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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.

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21

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.

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Purpose – Fun means different things to different people and the purpose of this paper is to attempt to answer the question “what is fun at work?”. Given that perceptions of fun differ among people, the answer is that a pluralistic concept of fun best captures different notions of what constitutes fun at work. Design/methodology/approach – The research combines two separate studies. The first is an in-depth ethnographic project involving interviews, participant observations and document collection investigating fun and humour in four different New Zealand companies. The second study extends findings from the first by specifically asking participants to reply to survey questions asking “what is fun at work?”. Findings – Currently fun is described in a variety of ways by researchers using different descriptors for similar concepts. Combining current conceptions of fun with the own research the authors categorize the complex notion of workplace fun into three clear categories: organic, managed and task fun. This tripartite conception of fun combines and extends current models of fun and collates earlier findings into a synthesized model of fun. The investigation found that fun is ambiguous and paradoxical which creates issues for both managers and employees. The authors recognize fun as a multifaceted concept and use paradox theory and the concept of flow to theorize the multilateral fun framework. Practical implications – The authors find significant implications for managers in regards to creating and fostering fun in the organizational context. Differing perceptions of fun may result in misunderstandings that can negatively impact morale and workplace relationships. A wider conceptualization of fun offers potential for more harmonious and productive workplaces and creates a greater tolerance for competing and paradoxical perceptions of fun. Originality/value – Current literature on workplace fun uses a variety of descriptors of fun and emphasizes a duality between managed and organic forms of fun. In suggesting a new term “task fun” the authors synthesize earlier conceptions of fun to create an integrated model of fun. The model clearly outlines three overlapping yet paradoxical categories of fun.
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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.

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Purpose This purpose of this study is to examine the relationship between workplace fun, trust-in-management, employee satisfaction and whether the level of fun experienced at work moderates the effects. Design/methodology/approach Data were collected from a sample of 240 frontline staff in a large-scale retail store in Hong Kong. Findings The results show that trust-in-management mediates the relationship between workplace fun and employee job satisfaction. Additionally, employees who experience a high level of fun in the workplace have a greater effect on workplace fun, trust-in-management and job satisfaction. Research limitations/implications The main limitation of this study is that it collects data from a self-reported single source in a cross-sectional survey design. Practical implications Because workplace fun helps organizations promote employee trust and job satisfaction, organizations should provide more enjoyable activities for employees to participate in. Originality/value This study provides a new insight into the effects of workplace fun on employees’ trust-in-management and job satisfaction.
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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.

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Educational serious games are primarily intended to teach about or train on a subject. However, a serious game must also be catchy for the player to want to play it multiple times and thus learn while playing. The design of educational serious games includes game experts and pedagogical experts that must be able to efficiently communicate to produce a product that is both educationally efficient and fun to play. Although there are some design frameworks to help with this communication, they are usually more conceptual and do not distinguish the fun factor from the learning contents well, making communication difficult. In this paper, a new practical methodology is presented to support the design process of this kind of digital games. This methodology is more all-encompassing because it identifies all the main steps that are needed to define the learning mechanisms in an educational serious game, from topic choice to user experience. It also separates the game’s learning contents from other mechanics used to keep the game fun to play. Finally, some practical examples are shown, illustrating the use of this methodology.
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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.

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25

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.

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Seemingly trivial software does important cultural work, both reflecting hegemonic norms and providing opportunities for transforming them. Software applications for music production (music apps) within the iOS app store promise to broaden the potential for musical participation through simple, “fun,” user-friendly interface design. Yet, within the dominant user interface convention, “fun” is synonymous with the experience of instant success and effortless musical mastery. Drawing on semistructured interviews conducted with developers, and an analysis of shared user interface design conventions across three case studies of apps, ThumbJam, iMaschine 2, and Skram, I argue that normative conceptions of human perfectibility are assumed to be what generates an optimal user experience. Exploring theories of “queer fun,” and the importance of “failure” in studies of video gaming, I propose alternative conceptions of “fun,” and consider how, and with what effects, these might be implemented in the world of music apps.
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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.

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Purpose – The idea of workplace fun seems positive, straightforward and simple but emerging research suggests a surprising complexity and ambiguity to this concept. Drawing on recent literature and empirical data, the purpose of this paper is to use three different forms of workplace fun: managed, organic and task fun to examine the relationship between fun and workplace engagement. Design/methodology/approach – Using an ethnographic approach, the qualitative data originated from four different New Zealand organizations, within different industries. Organizations included a law firm, a financial institution, an information technology company and a utility services provider. Data for this study were collected from semi-structured interviews with a range of participants in each company. In total 59 interviews were conducted with approximately 15 originating from each of the four organizations. One full-time month was spent within each company experiencing the everyday life and behaviours at all levels of each organization. The specific focus of the research is organizational culture and humour and during analysis findings emerged that linked to engagement, fun, disengagement and the concept of flow. Findings – This paper offers exploratory findings that suggest some specific connections between the concepts of fun and engagement. Empirical connections between these concepts are not currently apparent in either engagement or fun research, yet the data suggest some firm associations between them. The exploratory findings suggest that some forms of workplace fun offer individual employees a refreshing break which creates positive affect. Participants perceive that such affect results in greater workplace and task engagement. Additionally the data show that some people experience their work tasks as a form of fun and the authors link this to a specific form of engagement known as “flow” (Csikszentmihalyi, 1975; Moneta, 2010). The authors suggest an organizational-level effect, where workplace fun creates enjoyment which stimulates greater overall engagement with the team, unit or organization itself. Conversely the data also suggest that for some people managed or organic fun (see Plester et al., 2015) creates distraction, disharmony or dissonance that disrupts their flow and can foster disengagement. Practical implications – The ambiguity and complexity in the relationship between these concepts is an emerging topic for research that offers a variety of implications for scholars and practitioners of HRM and organizational behaviour. The authors contend that workplace fun potentially offers practitioners opportunities for fostering a climate of high engagement which may include most employees and thus create additional workplace benefits. Additionally through highlighting employee reactions to different types of fun we suggest ways of avoiding employee disengagement, disharmony and cynicism and the associated negative effects. Originality/value – The concept of fun is not empirically linked with current engagement research and the authors assert that workplace fun is an important driver of employee engagement. The authors identity engagement at the individual task level and further extend engagement research by emphasizing that fun has the potential to create engagement at the team, unit or organizational level. These differing levels of engagement have not thus far been differentiated in the extant literature.
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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.

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Service design maximises employee satisfaction and productivity by optimising every touchpoint within an organisation. It cultivates a workplace culture that prioritises employee well-being, happiness and success, making it a powerful approach for enhancing the employee experience.
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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.

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29

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.

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30

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.

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31

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.

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Geometric shape recognition ability is among preschool children's cognitive development indicators. It is necessary to design an innovative method to stimulate their cognitive development through play, such as geometry fun circuit play. However, this play needs further security on its effects on children's geometric shape recognition ability. The present study attempted to test the effect of geometry fun play on preschool children's geometric shape recognition. A quasi-experimental study with a non-equivalent control group design was applied involving thirty participants. The experimental and control groups in this study showed a significance value of <0.001, meaning that the geometry fun circuit play significantly affects preschool children's geometric shapes recognition. Geometry fun circuit play is recommended as one of the alternatives parents, and teachers can use for stimulating preschool children's cognitive development.
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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.

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Children's food packaging is the most diverse and colorful of packaging designs. The difficulty lies in reflecting the characteristics of children's food, but also making children associate with it through the packaging, so that the packaging design can bring them more fun. Children as a consumer group have their own uniqueness. Children's physiological and psychological development different from adults in terms of food concerns. Some designers do not pay enough attention to the cognitive psychology of children, resulting in many children's food packaging lacking fun and not fully reflecting emotional care. This study introduces the theory of emotional design into the children's food packaging design, combining the knowledge of five senses design and other related fields to establish the emotional relationship between children and children's food packaging. Through literature review and data survey analysis, scientific and objective design principles are established. A questionnaire survey was used to understand children's preferences for packaging. 300 primary school students aged 7-12 were studied, and the results showed that food packaging that meets children's emotional needs can stimulate their desire to buy.
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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.

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One of the school's roles is to motivate children to learn. This is because learning activities are considered boring. Therefore, we need a learning method that makes children comfortable learning and could help their development. The purpose of this paper is to see how fun learning concept can be applied to a school. The author will discuss what aspects in child development, the concept of fun learning, and also the results of the design using case studies of classroom interiors at the Bogor Raya School in Bogor. Using descriptive qualitative research methods and the design method used is a design thinking approach. The author hopes that this writing can broaden the horizons of readers and writers.
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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.

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Race run for 5 km or 10 km has been trending recently in many places in Indonesia, especially in Surabaya where there were at least 11 events of race run. The participant's number also increased significantly compared to years before. However, among several race run events, it was seen that some events tended to be replicative and monotone, while among the participants recently were identified the need for increasing the fun factor. RunForFun is a mobile application which designed for participants to reach new experience when participating in a race run event. The mobile application will run on Android OS. The development method of this mobile application would use Reverse Waterfall method. The development of this mobile application uses Ionic Framework which utilizes Cordova as its base to deploy to smartphone devices. Subsequently, RunForRun was tested on 10 participants, and the test shows a significant increase in the fun factor from run race participants.
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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.

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This contribution proposes a critical review of the results of a workshop held at Politecnico di Milano problematising how playfulness and ‘fun by design’ affect game design activities and contribute to giving students a different awareness of the play experience. The presented activities are part of the authors’ joint research in the domain of situated gaming as a form of playful learning in higher education, which investigates the part of both the designers and the players (Ackermann & Mariani, 2015). The analysis investigates how the iterative design process simultaneously elicits fun and activates reflections on the game design practice and the playtesting activity as a nodal moment for players and designers, where seriousness and playfulness intersect.Allowing and requiring playful participation on multiple levels, and aiming to emphasise the players’ perspectives, we asked 45 students to (1) design location based mobile games, (2) perform the observation/verification process and (3) explore its elusive and challenging phases. Data was collected from rapid ethnographies and questionnaires compiled in the process. The contribution expands the reasoning from the fundamental discourse of meanings embedded and communicated through games, to the importance of the game design activity as a recursive process of knowledge acquisition and as a specific form of playful learning.
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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.

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Purpose – The purpose of this paper is to investigate what values luxury customers may seek to fulfill during their interaction with salespersons and how perceived value fulfillment may impact salesperson loyalty and store loyalty. The paper also examines the moderating effect of the degree of friendship with a salesperson. Design/methodology/approach – The authors conducted a survey using a close-ended questionnaire. In total, 22 luxury fashion brand stores located in eight of the largest department stores in Seoul, Korea, were selected as the luxury fashion retail context for the research. A total of 220 questionnaires were used for data analysis. Findings – Fulfillment of self-oriented values had a significant positive influence on store loyalty and fulfillment of stimulation had a significant positive influence on salesperson loyalty. There was significant interaction effect between stimulation and degree of friendship on salesperson loyalty. Research limitations/implications – The results of this study provide practical implications in the management of customer relationship. An emphasis on qualities of luxury products that are linked to the fulfillment of self-oriented and/or personal values such as superior quality or ability to gain emotional benefits should be warranted for success as a luxury brand or a luxury retailer. Originality/value – This research is important as it can inform luxury salesperson on how to better meet customer's psychological needs in the context of a selling situation; ultimately contribute to their salesperson loyalty and loyalty to the brand.
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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.

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Purpose During the last years, workplace fun has emerged as a potential indicator of a healthy workplace. Congruently, organisations have become interested in enhancing positive experiences at work, such as joy in the workplace. While such trends have resulted in a growing literature on fun in the workplace, humour and play, academics and practitioners are still uncertain as to the nature of fun and its antecedents. The purpose of this paper is to explore the concept of fun in the modern organisation and understand the underlying elements necessary for creating environments that valorise and promote fun. Design/methodology/approach The authors conducted semi-structured individual interviews with open-ended questions with 34 employed individuals from a variety of professions. The data were analysed using thematic analysis. Findings The analyses revealed organised fun as a distinct type of workplace fun that can have a significant impact through its social support function and psychological safety as the underlying element for promoting healthy positive fun interactions. The culture of the organisation and management attitudes towards fun emerged as key issues in promoting a fun workplace. Originality/value Organised fun emerged as a new type of workplace fun. The relational characteristic of fun and its function as a social support method are discussed. The study has delineated the contextual factors that should be addressed by researchers when studying workplace fun.
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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.

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Game design depends not only on understanding the creation process but also the elements that lead the game to be played. Fun, one of these elements, is of important value for the players’ enjoyment as well as their experience with the game, particularly with Serious Games (SG) due to its use as an instrument to serious matters. But there is no consensus on what it is and how to create something fun in SG. This paper performs a systematic literature mapping, to answer which are the constructs and outcomes related to fun. Out of 1062 papers, 62 were selected, 19 of which proved a direct impact of some factors on fun. It was found that the research on fun is increasing but slowly, 13 constructs have been proved to yield fun and 17 outcomes were investigated as a result from fun. Along with this, a Fun Framework was created based on related work. However, it was not possible to perceive a trend as to the rationale or form of evaluation focused on fun. Also, it was found that there is no consensual author regarding the definition of fun. The need for more research and discussion about fun, its causes and consequences became clear, despite the lack of a sound definition.
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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.

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Gamification has been widely adopted in many areas, including in the educational context. The students need to be motivated in following the learning process because everyone feels happy to learn if there is no coercion. By presenting something fun and enjoyable, students are expected to be more involved in the learning process, which will achieve better learning outcomes. Gamification is very reliable in bringing fun and pleasure to the learning process for the students. We analyze three items from the previous study; the intention and what the goals are expected, how to design, and the result of gamification in the education context. We found the intentions of gamification adoption in an educational context. They are to increase students' motivation to learn and present an alternative learning method that is more fun and enjoyable. And for the success of this gamification program, a game application can be developed using existing sophisticated technology and by presenting a reward system mechanism. The presence of points, badges, and leader boards cannot be separated from the gamification because it is a very inherent gamification feature to motivate students to play the game. Getting students to use the games intensively is not the only result we expect, but it also makes students learn better to produce good learning outcomes.
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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.

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Purpose – The purpose of this paper is to extend research on fun in the workplace by focussing on its relationship with job embeddedness among Millennials. This research examined the influence of four dimensions of fun, including fun activities, manager support for fun, coworker socializing, and fun job responsibilities, on embeddedness. In addition, this research assessed the impact of fun relative to other aspects of the employment experience. Design/methodology/approach – Data were obtained from 234 full-time working Millennials via survey methodology. Findings – Fun job responsibilities were the most dominant predictor of embeddedness followed by perceived career opportunities and praise and rewards. The other dimensions of fun accounted for significant variance in embeddedness, yet their influence was more modest. Research limitations/implications – The research demonstrated that fun plays a role in enhancing Millennials’ embeddedness, accounting for significant additional variance beyond other important aspects of the employment experience. At the same time, some aspects of fun were more dominant predictors of embeddedness than others, and other aspects of the employment experience were more dominant predictors than certain aspects of fun. These findings should be interpreted in the context of the primary limitation that the data were cross-sectional. Practical implications – Workplace fun may play a role in enhancing embeddedness, but organizations should not lose sight of other human resource management practices. Originality/value – The present study examined the role of workplace fun in a more nuanced perspective by examining its relationship on embeddedness relative to other important constructs.
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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.

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<p>The research was distributed by the demands of professional teachers in carrying out the mandate to develop and implement creative and productive learning involving learners as well as their role actively. The learning process that facilitates the needs of learners and of innovative designed will be able to create an atmosphere of learning fun and meaningful for learners. Especially for geography teachers who want to create a geography learning with fun and meaningful then must master the application of model-based learning environment. This initial research is the study of the introduction in the form of needs analysis in the development of a prototype model of learning geography-based environment for creating school fun. Needs analysis is done to strengthen basic product development model so that the expected results have great benefits for teachers. In the needs analysis will be known the level of understanding of the geography teacher in Surakarta City against the application of the model of learning geography-based environment. This learning model of product development done because of early observations of known low learning motivation of the learners follow learning geography in school.</p><p>The research method used was Research and Development version of the Borg and Gall. Phases of this research is the first step of the model of Research and Development. At this stage of the preliminary study it, researchers attempted to dig in depth about the perception, skill, and the suitability of the curriculum learning focussed experiences related to the geography-based environment for creating school fun. Engineering data collection done by interview and Focus Group Discussion (FGD) and geography teachers in the city of Surakarta.</p><p>From research conducted, produced conclusions that: 1) the perception of teachers in understanding the concept of geography-based learning model development environment is already good enough. Teachers describe teaching experience by leveraging the model-based learning environment. 2) teacher skills in teaching using model-based geography learning environment is already quite good, though there is still that have not been put into practice appropriate procedures systematically. This has an impact on the learning process becomes not interesting for learners. 3) Utilizing the geography learning resource in the form of an environment capable of answering the demands of the scientific approach to skills achievement Curriculum on 2013.</p><p> </p>
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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.

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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.

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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.

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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.

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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.

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AbstractThis paper will help foster a more favourable attitude to professional involvement in social design projects and highlight new areas of professional opportunity for sociologists. To overcome the psychological barriers to design engagement and to foster motivation for social design, the authors discuss a case of social design decision making by non-sociologists. The methodology is informed by Activity Theory and Design Theory, and the approach adopted is based on analyzing current best practices, departing from conventional and customary practices. The authors discuss the Fun Palace, which was an innovative architectural project in the 1960s Great Britain, conceived with a fundamental social aim of providing life-long education and professional retooling to working class people in a relaxed and entertaining environment. The paper highlights the sociological nature of decision making in the planning phase of the project as well as the need for sociological knowledge and skills. The explication of the social design activities in the Fun Palace project can inspire sociological practitioners with ideas about entering into various industries and, in particular, in the design of social organizations and buildings.
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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.

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Abstinence design is a design that helps people to get rid of bad habits or hobbies for self-management purposes, which seems to limit people’s “freedom” and is contrary to the idea of designing “people-oriented”. However, it is not difficult to find out that only the design that can resist “human desire” is the design of “true freedom.” Abstinence design has the idea of green design and minimalist design. It is more in line with the Chinese culture and philosophy, and has positive significance for the improvement of the quality of individuals and even the whole nation. In designing abstinence products, in addition to the degree of desire and need to be treated differently, more guidance on design methods, such as fun, gamification, peak-end principle, etc., is required to enable users to achieve self-management more effectively.
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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.

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This article aimed to promote English in elementary school students through a fun learning method, called the Fun English Camp. Several studies had been conducted to encounter the best solution to handle this issue. The researchers used PRISMA Protocol as an instrument to collect the data that has been widely used in the process of selecting relevant articles. The researchers reviewed twenty five scientific publications, related to Fun English Camp that has become an English learning approach for beginner students. Through a review of twenty five scientific publications, for instance book and journal, the researchers got scientific evidence that introduction of a learning method with the term Fun English camp has an impact on promoting language learning for elementary school children in Indonesia. Thus, the fun English camp method can be an interesting method to be applied by elementary school curriculum design in Indonesia. Keywords: English Camps, Learning Method, Fun English Learning
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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.

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Purpose – This paper aims to examine the relationship between workplace fun and three elements of job performance: task performance, organizational citizenship behaviors and creative performance. Positive affect and engagement are proposed as mediators of the relationships between fun at work and performance. Design/methodology/approach – A sample of 245 working individuals who worked in a variety of organizational roles was used. Respondents completed an online survey to assess elements of workplace fun, positive affect and engagement. Participants were also asked to have a supervisor at work complete an online survey to assess their work performance. Findings – Fun at work was positively and directly related to organizational citizenship behavior, and positively and indirectly to both task performance and creative performance. In addition, individuals having fun at work were also more likely to be more engaged in their work, and consequently exhibit greater creative performance. Originality/value – This paper provides evidence to suggest that a fun working environment results in greater employee engagement and productivity.
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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.

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Overweight and obesity is a major health problem in throughout the world. Hyperlipidemia and obesity are risk factor the occurrence of cardiovascular disease. Exercise is recommended as a therapeutic lifestyle changes because it leads to a variety of health benefits. Fun Aerobic gymnastics aerobics one which is quite popular in the community and a gym. Describe the gymnastics fun aerobic workout's effectiveness against related to prevention of cardiovascular disease with seeing the results before and after doing gymnastics with the result of increasing levels of HDL-c and LDL/HDL Ratios as well as lowering LDL-c levels. Using design research one group pretest and posttest design with the subject as many as 19 people and given gymnastics moderate fun aerobic intensity for 45 minutes 3 day a week for 6 weeks. Gymnastics moderate fun aerobic intensity can increase HDL-c and LDL/HDL ratio and LDL-c. The paired t test results HDL-c pre test and post test (p = 0.000), LDL-c pre test and post test (p = 0,015), HDL/LDL Ratio (p = 0.000). Mean there are meaningful difference between the before and after of gymnastics. The effect of moderate intensity fun aerobic gym on the increase of HDL-c and LDL/HDL Ratio and a decrease in LDL-c in overweight women.

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