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Träfflista för sökning "WFRF:(Sturdee Miriam Amber 1981) "

Sökning: WFRF:(Sturdee Miriam Amber 1981)

  • Resultat 1-4 av 4
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1.
  • Lewis, Makayla, et al. (författare)
  • Doodle Away: An Autoethnographic Exploration of Doodling as a Strategy for Self-Control Strength in Online Spaces
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • We think we are not alone when we say: navigating the new online spaces surrounding us is more difficult than we could have predicted. In this paper, we explore doodling as a tool for self-control while attending passive online spaces. We, four researchers in the field of Human-Computer Interaction, engaged in doodling during our online meetings, seminars, and conferences. We also kept an autoethnographic diary along with a collection of our doodles. We reflected and then discussed through affinity diagramming, whereby five themes were developed: More than human, Designerly ways of sketching, Traces of time and space, Emotional aesthetics & thoughts, Sketching materials, techniques, and tangible characteristics. We conclude by inviting the HCI community to contribute with their doodles during the CHI2023 conference in Hamburg or remotely.
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2.
  • Samuelsson-Gamboa, Mafalda, 1988, et al. (författare)
  • Conversational Composites: A Method for Illustration Layering
  • 2023
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. - 9781450399777 ; , s. 1-13
  • Konferensbidrag (refereegranskat)abstract
    • The conversational nature of sketches is a widespread topic of research. Understanding drawing as a cognitive activity is commonly accepted, and many of the most extensively used methods within Human-Computer Interaction recruit sketching as a technique for ideation, explanation, documentation, and conversation. To further develop the use of this illustration process as a tool of knowledge production, we suggest a novel sketching method. We present Conversational Composites: a flexible method grounded in the material and tangible qualities of sketching in different forms and media, creating physical and digital layers of conversation between participants. We present and reflect on the proposed method through an applied case of a conversation between a PhD student and her supervisor, and offer suggestions on how it may be adapted and appropriated by other researchers in the HCI community.
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3.
  • 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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4.
  • Sturdee, Miriam Amber, 1981, et al. (författare)
  • TTRPG UX: Requirements & Beyond
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - 9781450394222
  • Konferensbidrag (refereegranskat)abstract
    • Tabletop Role Playing Games (TTRPG) allow the player to immerse themselves in a world where anything can happen - within the rules. You can become someone new, fight demons, play out exciting and speculative storylines, all with the help of your party. This ability to place yourself in the life of another person (or ethereal being) resonates with principles of User Experience Design (UX) where usability experts strive to understand the impact their application or interface might have on a hypothetical audience. This paper explores the parallels and potentials of TTRPG within the context of UX and Requirements, its characters, contexts and interactions. We propose creating playable UX worlds with the potential to provide deeper, more insightful output, and make recommendations for the addition of a TTRPG approach to User Experience processes.
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  • Resultat 1-4 av 4

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