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Funology pp 137–150Cite as

Designing for Fun: User-Testing Case Studies

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Part of the book series: Human-Computer Interaction Series ((HCIS,volume 3))

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References

  • Mahood, A. (2002). RalliSport Challenge. Official Xbox Magazine, April 2002. Brisbane, CA: Imagine Media, Inc.

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  • Medlock, M. A., Wixon, D., Terrano, M., Romero, R. L., & Fulton, B. (2002). Using the RITE Method to improve products; a definition and a case study. Humanizing Design, Usability Professional’s Association 2002 Annual Conference; 2002 July 8–July 12; Orlando, Florida: Chicago, IL: Usability Professionals’ Association, 2002.

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  • Nielsen, J. (1993). Usability Engineering. New York: Morgan Kaufmann.

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  • Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., Fuller, T. (2003). User-Centered Design in Games. In J. Jacko & A. Sears (Eds.), The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications (pp. 883–906). Mahwah, NJ: Lawrence Erlbaum Associates.

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  • Smith, M. (2002). Reviews: RalliSport Challenge. British Telecommunications plc.

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© 2003 Kluwer Academic Publishers

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Pagulayan, R.J., Steury, K.R., Fulton, B., Romero, R.L. (2003). Designing for Fun: User-Testing Case Studies. In: Blythe, M.A., Overbeeke, K., Monk, A.F., Wright, P.C. (eds) Funology. Human-Computer Interaction Series, vol 3. Springer, Dordrecht. https://doi.org/10.1007/1-4020-2967-5_14

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  • DOI: https://doi.org/10.1007/1-4020-2967-5_14

  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-1-4020-2966-0

  • Online ISBN: 978-1-4020-2967-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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