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Träfflista för sökning "WFRF:(Lundgren Sus 1970) "

Sökning: WFRF:(Lundgren Sus 1970)

  • Resultat 1-10 av 38
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1.
  • Bergström, Karl, 1980, et al. (författare)
  • Exploring aesthetical gameplay design patterns: camaraderie in four games
  • 2010
  • Ingår i: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar Galactica, the massively multiplayer online game World of Warcraft, and the cooperative FPS series Left for Dead. Through a combination of the MDA model on how game mechanics give rise to game aesthetics via game dynamics, and the concept of aesthetic ideals in gameplay, we present gameplay design patterns related to achieving camaraderie. We argue that some of these patterns can be seen as aesthetic gameplay design patterns in that they are closely related to aesthetic ideals. Further, as a consequence, gameplay design pattern collections which include patterns related to all levels of the MDA model can be used as design tools when aiming for certain gameplay aesthetics.
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2.
  • Björk, Staffan, 1973, et al. (författare)
  • Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games
  • 2010
  • Ingår i: Mindtrek 2010.
  • Konferensbidrag (refereegranskat)abstract
    • This paper describes a theoretical exploration of aesthetics ideals of gameplay. Starting from observations about the game artifact, several gameplay properties that can affect the aesthetical experience are identified, e.g. tempting challenges, cohesion, and gamer interaction. These properties are then used to describe several aesthetical ideals of gameplay, e.g. emergence, reenactment, meditative, and camaraderie. The properties and ideals provide concepts for how games attribute aesthetical value to gameplay design and how they distinguish their own preferences from inherent qualities of a game artifact.
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3.
  • Björk, Staffan, 1973, et al. (författare)
  • Game Design Patterns
  • 2003
  • Ingår i: Proceedings of Level Up - 1st International Digital Games Research Conference 2003, Utrecht, the Netherlands.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We present a model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play. The model consists of a structural framework to describe the components of games, and patterns of interaction that describes how components are used by players (or a computer) to affect various aspects of the game play. Focusing on the patterns and identified methods for using them, we describe the development of the model and how we are currently working to enlarge and validate the collection of patterns.
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4.
  • Björk, Staffan, 1973, et al. (författare)
  • Game Design Patterns
  • 2003
  • Ingår i: evel Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.
  • Konferensbidrag (refereegranskat)
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7.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • What Drivers Really Want : Investigating Dimensions in Automobile User Needs
  • 2014
  • Ingår i: International Journal of Design. - Taiwan : National Taiwan University of Science and Technology. - 1991-3761 .- 1994-036X. ; 8:1, s. 59-71
  • Tidskriftsartikel (refereegranskat)abstract
    • Understanding what users need, as opposed to what they say they need, can be a challenge. In order to better address users' true needs, two consecutive methods were used in this study: Future Workshops and Repertory Grid Technique. The Future Workshops-where 21 participants designed for two different future scenarios-opened up for inscribing need expressions and possibilities into five futuristic automobile concepts. These concepts were used as a basis for the Repertory Grid, a technique where users compare objects, describing properties that they find to be important or significant. In this study, 78 participants provided 390 constructs of properties, which were refined to 19 dimensions relevant to user needs. Two study measures, Evaluative Ability and Descriptive Richness, indicate which methods to use when exploring the need dimensions further. Finally, the analysis of the constructs and dimensions point towards how three aspects of vehicles and driving are emerging: how novel technology should, or should not, support driving; how the automobile can be seen as something else than just a means of transportation, and how an automobile could be a part of a greater collective of vehicles. © 2014 Gkouskos, Normark & Lundgren.
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8.
  • Jarusriboonchai, Pradthana, et al. (författare)
  • Personal or social? Designing mobile interactions for co-located interaction
  • 2014
  • Ingår i: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational. - New York, NY, USA : ACM. - 9781450325424
  • Konferensbidrag (refereegranskat)abstract
    • Personal mobile devices such as mobile phones, tablets, fitness wristbands, and smart watches are becoming ubiquitous and widely involved in our daily activities. However, these devices are designed and considered by the users as personal-not as shared or collaborative. As a response to this, the workshop aims to explore the design of new application ideas for mobile devices that explicitly encourage users to engage in face-to-face interaction. The research question is firstly how to design for face-to-face interactions. Secondly, it is how we can utilize various possibilities e.g. combining mobile devices (e.g. phones + tablets); extending commercial mobile-devices with hardware peripherals; utilizing social networks, geo-location services or proximity-based connections; or utilizing software to turn the personal devices into tools of face-to-face interactions. Copyright is held by the owner/author(s).
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9.
  • Lundgren, Sus, 1970 (författare)
  • Adding a Twist to the Multiple Choice Test
  • 2014
  • Ingår i: Practical Design Patterns for Teaching and Learning with Technology. - 9789462095298 ; , s. 251-254, 301-304-
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • A multiple choice-test is constructed so that it contains a fifty-fifty ratio of correct vs. faulty answers, unevenly distributed. Choosing correct answers gives positive points, choosing faulty answers gives negative points. The aim is to simplify test construction and avoid guessing.
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10.
  • Lundgren, Sus, 1970, et al. (författare)
  • Alchemy: Dynamic gesture hinting for mobile devices
  • 2011
  • Ingår i: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, Tampere, 28 - 30 September 2011. - New York, NY, USA : ACM. - 9781450308168 ; , s. 53-60
  • Konferensbidrag (refereegranskat)abstract
    • Users of smartphones and other mobile gesture interfaces are often left to explore possible interactions in the interface by themselves; there is currently no generic way to indicate which gestures can be made where. This is problematic. Thus, we propose gesture hinting as a means to deal with this: it serves as a combination of static hinting, dynamic visual hinting and cursor hinting, showing users which gestures are currently available. In short we propose having a set of symbols, one for each possible gesture, which can be combined into gesture hints describing how the user can interact with the part of the interface she or he is currently pointing at. As a proof of concept we have developed Alchemy, a gesture hinting application running on iOS, just to verify that it is possible to implement gesture hinting. As a result of this design process we discuss issues related to gesture hinting in general and Alchemy in particular; suggest possible solutions; and also point out further issues that need to be taken into account when applying gesture hinting, e.g. temporal effects and gestures for more than two fingers.
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  • Resultat 1-10 av 38

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