Abstract
A deep shift in Western culture has occurred in the last 200 years. We have moved from lifestyles in which work, play, and other forms of experience are inextricably intertwined, to one in which most people separate their work life from a private (and often less societally valued) life of fun and play. Engineering has played a central role in this bifurcation, fulfilling a cultural desire to engineer human experience for optimal functionality.
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Acknowledgements
The Industrial Graveyard was supported in part by an ONR Allen Newell Fellowship. My work on Traces was supported by a Fulbright fellowship. The Influencing Machine is part of the EU SAFIRA project. The systems described here were built at Carnegie Mellon University, the Center for Art and Media Technology (ZKM), at the German National Information Technology Research Center (GMD), and Cornell University.
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Sengers, P. (2018). The Engineering of Experience. In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_18
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DOI: https://doi.org/10.1007/978-3-319-68213-6_18
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