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Träfflista för sökning "WFRF:(Back Jon 1977 ) srt2:(2015-2019)"

Sökning: WFRF:(Back Jon 1977 ) > (2015-2019)

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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)
  • 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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3.
  • 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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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.
  • 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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6.
  • 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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7.
  • Back, Jon, 1977-, et al. (författare)
  • Playing close to home : Interaction and emerging play in outdoor play installations
  • 2018
  • Ingår i: CHI '18 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450356206 - 9781450356213
  • Konferensbidrag (refereegranskat)abstract
    • Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.
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8.
  • Márquez Segura, Elena, 1983-, et al. (författare)
  • Design, Appropriation, and Use of Technology in Larps
  • 2017
  • Ingår i: Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG'17). - New York, NY, USA : ACM. - 9781450353199
  • Konferensbidrag (refereegranskat)abstract
    • During the last decade, there has been an increasing interest in supporting social play through the design of collocated digital games, alongside efforts to better understand social-physical modes of play. In this paper, we present relevant insights from a well-established gaming community, the larp (Live Action Role Play) community. This community has a longstanding tradition of making use of costumes, physical environments, and objects to shape player experience. We conducted a survey completed by 39 larpers concerning how they use digital technology in larp, and the way technology is designed and appropriated to augment the larp experience. Here, we present early results in the form of a preliminary taxonomy of technologies in larps, as well as key trends for design, use, and appropriation of technology to impact in-game social and emotional experience.
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10.
  • Waern, Annika, 1960-, et al. (författare)
  • Activity as the Ultimate Particular of Interaction Design
  • 2017
  • Ingår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450346559 ; , s. 3390-3402
  • Konferensbidrag (refereegranskat)abstract
    • In the turn towards practice-oriented research in interaction design, one of the most important proposals has been the emphasis on the 'ultimate particulars' produced by design, as embodiments of design knowledge. In current HCI research, those particulars are almost always taken to be ‘things’ – artefacts or singular systems. We argue that this emphasis may have come at a cost that can be described as a loss of identity; interaction design research was never primarily concerned with the design of artefacts, but with how humans act and interact with each other with and through artefacts. We propose a complementary perspective by looking at design projects and traditions where the ‘ultimate particulars’ can be considered to be activities rather than things. The article is concerned with how knowledge needs to be articulated in the scholarly engagement with such design practices. We argue that engagement with activitycentric design gets design research one step closer towards understanding salient contemporary design practices and what Buchanan calls ‘environmental design’.
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