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Sökning: L773:9781450383769

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1.
  • Back, Jon, 1977-, et al. (författare)
  • Value Driven Design for Playful Technology Enhanced Installations in Public Settings
  • 2021
  • Ingår i: C&C '21. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450383769
  • Konferensbidrag (refereegranskat)abstract
    • Art and installations in public settings are often created on commission from a municipality or similar public sector. Within the public sector there are many values that the community strives to enhance. Values related to democracy, inclusion, and aesthetics are but a few. When designing for public environments, the design process might be affected by the need to strive for those values in addition to, or even rather than, the more common considerations focused on user experience or commercial aspects. In this pictorial we present how identified core values influenced a design process aimed at designing innovative IoT-enhanced playground installations in a public setting. Inspired by annotated portfolios, we explicate how these core values influenced the final design.
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2.
  • Dolejšová, Markéta, et al. (författare)
  • Designing for transformative futures : Creative practice, social change and climate emergency
  • 2021
  • Ingår i: C&C '21. - New York, NY, USA : Association for Computing Machinery. - 9781450383769
  • Konferensbidrag (refereegranskat)abstract
    • We discuss three cases of transformative creative practice that aim to address large-scale societal issues related to the climate emergency by taking a series of interconnected, small-scale actions. Drawing on our first-hand perspectives, we reflect on how the cases address such issues by proliferating across different social contexts and supporting creative engagements of diverse stakeholders. We offer this empirical reflection at a time of rapid social and ecological change that has affected all life on the planet. Eco-social challenges and structural inequalities caused by shifts in global economic, political and technological power require new approaches and transformative actions to stabilize and restore ecosystems on which life depends. Our research shows that creative practice in art and design has a critical role to play in these processes of transformation. By discussing the opportunities and challenges encountered by our three cases within their transformative efforts and analyzing how they proliferate across diverse scales, we aim to expand the emerging scholarship on the transformative potential of creative practice.
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3.
  • Lundmark, Sofia, PhD, et al. (författare)
  • Becoming a Designer at the Design Lab : Empowerment and participation in children's design activities
  • 2021
  • Ingår i: C&C ’21. - New York : Association for Computing Machinery (ACM). - 9781450383769
  • Konferensbidrag (refereegranskat)abstract
    • This paper draws on data from an interview study with children engaged in a leisure time design lab situated in a socioeconomically vulnerable neighborhood. The study accounts for how the children involved in the design activities make sense of their experiences of participating in the design lab. Some perspectives on the relationship between design and empowerment are discussed and three empowering functions of the activities are identified that serve to empower the children in different ways: 1) The creative laboratory-How the activities allow for exploration and experimentation of both new identities and of new possible futures. 2) Community participation-How the design lab enables participation in the local community and reflections on what it means to be a citizen. 3) Playful apprenticeship-How the lab builds a peer-culture where children are continuously addressed and presented as equal colleagues in the lab, both in internal and external settings.
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4.
  • O'Keefe, Brian J., et al. (författare)
  • Designing Blended Experiences : Laugh Traders
  • 2023
  • Ingår i: C&C '23. - New York, NY : Association for Computing Machinery (ACM). - 9798400701801 - 9781450383769 ; , s. 116-128
  • Konferensbidrag (refereegranskat)abstract
    • Digital transformation is increasingly blurring the line between what is software and what is the world, requiring designers to harmoniously blend digital and physical products, services and spaces if they want to orchestrate meaningful experiences that are specifically aimed at the interweaving relationships between people, places and things. Traditional approaches to product design, interaction design, and user experience design do not often take this new context into account. The pictorial details the results of a twelve-day workshop focusing on real-world audience and performer problems during the Edinburgh Festival Fringe: it illustrates how two distinct tools, the Blended Experiences Tool and the Evaluation Tool, focusing on the creation of a blended experience and respectively meant to provide a structured way to approach the generative and reflective stages of the design process, can be used to address this gap. This pictorial illustrates the theoretical framing supporting the Blended Experiences Tool; describes how the workshop produced Laugh Traders, a speculative experience centering on attending and reviewing comedy shows; provides a page-by-page pictorial storyboard of the Laugh Trader experience; introduces the Evaluation Tool and applies it to Laugh Trader to measure the relevance, complexity, and attractiveness of the resulting blended experience. Preliminary reflections conclude the pictorial. © 2023 ACM.
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5.
  • Samuelsson-Gamboa, Mafalda, 1988, et al. (författare)
  • Screenshots as Photography in Gamescapes: An Annotated Psychogeography of Imaginary Places
  • 2023
  • Ingår i: ACM International Conference Proceeding Series. - 9781450383769 ; , s. 506-518
  • Konferensbidrag (refereegranskat)abstract
    • Travel is an integral part of our lives, whether for work or leisure. Since the advent of photography, we have documented our journeys, often sharing the images with friends and family to reflect upon the experience, tell stories, or invite commentary. We often lose ourselves in digital media - film, documentary and games - particularly during times when physical travel is unavailable. In this pictorial, we explore the travels of a single player through hundreds of games, presenting annotated game screenshots as photo-documentary through gamescapes, and as a form of the New Games Journalism. We present a New Games Travelogue traversing and formulating the psychogeography of games as imaginary places, and through this process, we unveil transdisciplinary tensions in negotiating and perceiving the importance of visual knowledge in games research, encouraging other researchers to join us in this practice.
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  • Resultat 1-5 av 5

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