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Träfflista för sökning "WFRF:(Back Jon 1977 ) "

Sökning: WFRF:(Back Jon 1977 )

  • Resultat 1-10 av 33
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1.
  • Back, Jon, 1977-, et al. (författare)
  • the Quest : An Escape Room Inspired Interactive Museum Exhibition
  • 2019
  • Ingår i: CHI PLAY '19 Extended Abstracts. - New York, NY, USA : ACM Digital Library. ; , s. 81-86
  • Konferensbidrag (refereegranskat)abstract
    • In this project, we report on designing an interactive museum exhibit in a technology museum, inspired by escape room game mechanics and technology. The project aims to create a deeper more immersed engagement with and interest in the exhibition, and thereby increase the interest in the exhibit's subject. In the game, the players take on the role of grandchildren to a known (fictitious) turn-of-the-century explorer and set out to find the treasures she hid around the world during her years of adventure. Clues to the treasures are hidden within the museum exhibition and by using knowledge found around the exhibition the players can solve the riddles and find the treasure, while also picking up some knowledge along the way.
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2.
  • Back, Jon, 1977-, et al. (författare)
  • Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game
  • 2014
  • Ingår i: Proceedings of the 9th International Conference on the Foundations of Digital Games. - 9780991398225
  • Konferensbidrag (refereegranskat)abstract
    • Codename Heroes is a persistent, multiplayer, crowd-sourced pervasive game that uses Bluetooth, GPS and the phone camera. It plays in the world around you and is always active. Players take the roles of secret superheroes, fighting for their rights and their beliefs. The game also makes use of physical objects and places in the environment.The game targets teenagers with a specific focus on young women. The purpose of the game is to engage and empower players. The design is informed by ethnographic studies of young women as well as by gender studies. The goal is to create an incitement for young people to appropriate spaces they do not usually move in, and try things they would not otherwise do.Codename Heroes is part of a project investigating pervasive games, games that are played in the physical world with the aid of mobile technology. The current research is focused at exploring large scale, long term, non-location-specific pervasive games, while still keeping the physical aspect of game-specific objects, to understand how this physicality affects the experience of the game.
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3.
  • Back, Jon, 1977- (författare)
  • Designing Activity and Creating Experience : On People’s Play in Public places
  • 2013
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:Designed construct (e.g. artefacts and rules)ActivityExperiencesBut it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?This question can be split into two parts:Engagement: starting to be interested in the activityCommitment: actually caring for the experienceThis issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.
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5.
  • Back, Jon, 1977-, et al. (författare)
  • Designing children's digital-physical play in natural outdoors settings
  • 2016
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery. ; , s. 1359-1366
  • Konferensbidrag (refereegranskat)abstract
    • Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts. 
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6.
  • Back, Jon, 1977-, et al. (författare)
  • Designing for Children's Outdoor Play
  • 2016
  • Ingår i: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems. - New York, NY, USA : ACM. - 9781450340311 ; , s. 28-38
  • Konferensbidrag (refereegranskat)abstract
    • Children's outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.
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7.
  • Back, Jon, 1977-, et al. (författare)
  • Designing for Transformative Play
  • 2017
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 24:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.
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8.
  • Back, Jon, 1977- (författare)
  • Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement.The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science.The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design.The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths.Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.
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9.
  • Back, Jon, 1977-, et al. (författare)
  • Evaluation
  • 2022
  • Ingår i: Hybrid Museum Experiences. - : Amsterdam University Press. - 978 94 6372 644 3 - 978 90 4855 284 9 ; , s. 177-194
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • This chapter gives an overview of methods and tools for evaluating hybrid experiences in a museum context, and in general, what is gained by doing studies of visitor experiences. It of fers strategies for the why, what, who, where, when, and how of conducting evaluations. This includes goal-setting for multiple stakeholders, formative studies, analyses, and ethics. The strategies cover both quick-and-dirty methods as well as in-depth studies.
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10.
  • Back, Jon, 1977-, et al. (författare)
  • GIFT: Hybrid Museum Experiences through Gifting and Play
  • 2018
  • Ingår i: Proceedings of the Workshop on Cultural Informatics. ; , s. 31-40
  • Konferensbidrag (refereegranskat)abstract
    • he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.
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