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Sökning: WFRF:(Márquez Segura Elena 1983 )

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1.
  • Márquez Segura, Elena, 1983-, et al. (författare)
  • PhySeEar : Moving yourself to shine and sound in geriatric physiotherapy interventions
  • 2012
  • Ingår i: 2012 6th International Conference on Pervasive Computing Technologies for Healthcare and Workshops, PervasiveHealth 2012. - San Diego, CA, USA : IEEE. - 9781936968435 - 9781467314831 ; , s. 179-182
  • Konferensbidrag (refereegranskat)abstract
    • For useful feedback in physiotherapy interventions for geriatric rehabilitation, we have designed and tested two prototypes, based on commercially available radio frequency tags. The prototypes were designed to be suitable for a population with limited proprioceptive skills, high dependency rate, and limited cognitive skills. Focus for design was on designing feedback that would allow the inpatients to self-monitor their rehabilitation process, and would make for increasing their proprioceptive skills. The system is also intended to mean a source of motivation for rehabilitation practice. We have performed a first explorative study in a real setting. In this paper we will be commenting on initial observations of the use of one of the prototypes.
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2.
  • Márquez Segura, Elena, 1983-, et al. (författare)
  • Playification : The PhyseEar case
  • 2016
  • Ingår i: Chi Play 2016. - New York, NY, USA : ACM. - 9781450344562 ; , s. 376-388
  • Konferensbidrag (refereegranskat)abstract
    • The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapist rehabilitative therapy for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In our project, we introduced a “third agent” instead, a NAO robot that would take over some of the work typically carried out by the physiotherapist.  This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the robot for mistakes, or for sensitivity to the inpatient’s inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification.
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3.
  • Altarriba Bertran, Ferran, et al. (författare)
  • Chasing Play with Instagram : How Can We Capture Mundane Play Potentials to Inspire Interaction Design?
  • 2020
  • Ingår i: CHI EA '20. - Hawai'i, USA : Association for Computing Machinery (ACM). - 9781450368193
  • Konferensbidrag (refereegranskat)abstract
    • Play and playfulness permeate our daily lives and are often the target of interaction designers. Yet, designing for play while embracing the idiosyncrasies of users and their contexts is challenging. Here we address recent calls for new situated and emergent play design methods by turning to social media, which is currently a source of inspiration for arts, crafts, fashion, and more. We present @chasing.play: an exploration of how Instagram may help designers capture and share instances of mundane playful engagement to inspire play design. We report on the findings of a pilot study where we experimented with the tool, and raise a challenges and open questions we plan to address in the future. Our work can trigger discussions among researchers about the potential of social media as a design tool and inspire action towards collectively defining strategies to leverage that potential.
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4.
  • 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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5.
  • Bertran, Ferran Altarriba, et al. (författare)
  • Chasing Play Potentials : Towards an Increasingly Situated and Emergent Approach to Everyday Play Design
  • 2019
  • Ingår i: DIS '19. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450358507 ; , s. 1265-1277
  • Konferensbidrag (refereegranskat)abstract
    • User involvement is well established in game and play design. But in a time when play design is becoming relevant in domains beyond pure entertainment, and play blends into everyday activity in diverse ways, we need to revisit old, and develop new, user involvement methods. Using a situated perspective and Research through Design, we present Situated Play Design (SPD), a novel approach for the design of playful interventions aimed at open-ended, everyday activities that are non-entertainment based. Like user-centered game and play design methods, our contribution leverages user engagement; like Participatory Design methods, our method acknowledges the co-creating role of end users. SPD extends those approaches by focusing on uncovering existing manifestations of contextual playful engagement and using them as design material. Through two case studies, we illustrate our approach and the design value of using existing and emergent playful interactions of users in context as inspirations for future designs. This allows us to provide actionable strategies to design for in-context playful engagement.
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6.
  • Bertran, Ferran Altarriba, et al. (författare)
  • Chasing play potentials in food culture to inspire technology design
  • 2019
  • Ingår i: CHI PLAY '19 Extended Abstracts. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450368711 ; , s. 829-834, s. 829-834
  • Konferensbidrag (refereegranskat)abstract
    • We propose a Situated Play Design (SPD) workshop aimed at exploring how culture and traditions can guide playful design. Using food as an accessible starting point, we invite scholars from diverse communities to share, analyze, and make creative use of playful traditions, and prototype new and interesting eating experiences. Through hands-on engagement with traditions, play and technology, we will discuss strategies to make designerly use of forms of play that are embedded in culture. The outcomes of the workshop will be twofold: First, in response to recent calls for increasingly situated and emergent play design methods, we explore strategies to chase culturally-grounded play. Second, we produce an annotated portfolio of "play potentials" to inspire the design of future food-related technologies. The workshop will contribute to enriching the set of tools available for designers interested in play and technologies for everyday-use, in and beyond the food domain.
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7.
  • Bertran, Ferran Altarriba, et al. (författare)
  • Technology for Situated and Emergent Play : A Bridging Concept and Design Agenda
  • 2020
  • Ingår i: Proceedings Of The 2020 Chi Conference On Human Factors In Computing Systems (CHI'20). - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450367080
  • Konferensbidrag (refereegranskat)abstract
    • Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of play design in HCI is generally narrower, specifically targeting areas of pure leisure, or wholly utilitarian and productive play. Here we focus on the value of play design to respond to and support our natural gravitation towards emergent play that helps to meet our social and emotional needs. We present a bridging concept: Technology for Situated and Emergent Play, i.e. technology design that supports playful engagement that emerges interwoven with our everyday activities outside leisure, and that enriches these activities with socio-emotional value. Our intermediate-level contribution has value as a synthesis piece: it weaves together theories of play and play design and bridges them with concrete design examples. As a bridging concept, it contributes: i) theoretical grounding; ii) inspiring design exemplars that illustrate the theory and foreground its value; and iii) design articulations in the form of valuable experiential qualities and design features. Our work can help to focus design agendas for playful technology and inspire future designs in this space.
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8.
  • Dagan, Ella, et al. (författare)
  • Demo : A Social Wearable that Affords Vulnerability
  • 2019
  • Ingår i: UBICOMP/ISWC'19 ADJUNCT. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450368698 ; , s. 272-273
  • Konferensbidrag (refereegranskat)abstract
    • We present 'True Colors': a social wearable prototype designed to augment co-located social interaction of players in a LARP (live action role play). We designed it to enable the emergence of rich social dynamics between wearers and non-wearers. True Colors is Y-shaped, worn around the upper body, and has front and back interfaces to distinguish between actions taken by the wearer (front), and actions taken by others (back). To design True Colors, we followed a Research-through-Design approach, used experiential qualities and social affordances to guide our process, and co-designed with LARP designers. 13 True Colors wearables were deployed in a 3-day LARP event, attended by 109 people. From all the functionalities and interactivity the device afforded, players gravitated towards ones that emphasized the social value of experiencing vulnerability as a prompt to get together. This project was recently presented in CHI '19 [1] and may offer useful insights to others in the Ubi-Comp/ISWC community who develop technology to support co-located social experience.
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9.
  • Dagan, Ella, et al. (författare)
  • Design Framework For Social Wearables
  • 2019
  • Ingår i: DIS '19. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450358507 ; , s. 1001-1015
  • Konferensbidrag (refereegranskat)abstract
    • Wearables are integrated into many aspects of our lives, yet, we still need further guidance to develop devices that truly enhance in-person interactions, rather than detract from them by taking people's attention away from the moment and one another. The value of this paper is twofold: first, we present an annotated portfolio of 'social wearables', namely technology designs worn on the body that augment co-located interaction. The design work described can serve as inspiration for others. Then we propose a design framework for social wearables grounded in prior work, as well as our own design research, that can help designers to ideate by raising valuable questions to begin their inquiry with and use to evaluate their designs. We illustrate the evaluative value of this framework through two social wearable designs, each tested in the appropriate social setting.
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10.
  • Dagan, Ella, et al. (författare)
  • Designing 'True Colors' : A Social Wearable that Affords Vulnerability
  • 2019
  • Ingår i: CHI 2019. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450359702
  • Konferensbidrag (refereegranskat)abstract
    • Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design. Yet, research indicates it is an essential aspect of wholehearted living among others. In this paper, we present the design and deployment of 'True Colors', a novel wearable device intended to support social interaction in a live action roleplay game (LARP) setting. We describe the Research-through Design process that helped us to discover and articulate the possibility space of vulnerability in the design of social wearables, as support for producing a sense of social empowerment and connection among wearers within the LARP. We draw conclusions that may be of value to others designing wearables and related technologies aimed at supporting co-located social interaction in games/play.
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