Abstract
Back in 2003 when we contributed this chapter in Funology, the smartphone was barely available let alone the ubiquitously enchanting technology it is today. But even then, it was becoming clear that the settings, characters, and interactions experienced for example in handheld computer games could create worlds in which people became caught up and carried away. In HCI, there had been little analysis of enchantment or how to design for it. But there was practical knowledge of how to do this in industries such as film making. So, in this paper we explore how such knowledge might be used to inform the design of enchanting digital technologies. When we were invited to revise the chapter for Funology 2, we decided to leave it as originally published but to add an endnote reflecting on how our ideas have developed since then. This ‘endnote’ features as the preface to this chapter and to our other chapter, Making sense of Experience.
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McCarthy, J., Wright, P. (2018). The Enchantments of Technology. In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_23
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DOI: https://doi.org/10.1007/978-3-319-68213-6_23
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