SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Back Jon 1977 ) srt2:(2020-2023)"

Sökning: WFRF:(Back Jon 1977 ) > (2020-2023)

  • Resultat 1-10 av 11
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • 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.
  •  
2.
  • Back, Jon, 1977-, et al. (författare)
  • Let’s Play Something New! : Designing for Digital Malleability in Outdoor Playgrounds
  • 2023
  • Ingår i: Mindtrek '23. - : Association for Computing Machinery (ACM). - 9798400708749 ; , s. 233-244
  • Konferensbidrag (refereegranskat)abstract
    • Outdoor playground design has traditionally involved building installations that after inauguration remain stationary and rigid. New technologies open possibilities to reinvent playground design, but also provide new challenges. This paper focuses on how an outdoor playground can be made malleable through digital technology, and how such a design can increase play values and provide more flexible possibilities for an iterative design process, also after inauguration. During a total period of 5 years, using a Research-through-Design, and more specifically Reflective Design, approach researchers participated in a co-design project where a hybrid Internet of Things-enhanced permanent outdoor playground was developed and studied. The installations have been up and running around the clock, and used daily, for 2.5 years. The study suggests ways to design digitally malleable playground installations in permanent playgrounds. Further it points to areas where malleability functions may be restricted, due to reasons such as municipality policy, security and resources. It shows that the malleability functions were mainly used to increase usability, for educational purposes, to enhance play values, and to allow for appropriation and co-creation. The malleability features enabled an interactive design after design approach, and those possibilities were utilised in several ways, adding values to the playground, compared to rigid playground designs.
  •  
3.
  • Back, Jon, 1977-, et al. (författare)
  • Playing Cool - Winter Weather’s Influence on Location-Based Gaming
  • 2021
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 5:242, s. 1-16
  • Tidskriftsartikel (refereegranskat)abstract
    • Location-based games are highly dependent on the physical environment. One important but often overlooked factor is weather. In this paper we focus on winter weather, as this is a common weather that is often not designed for specifically. By performing a qualitative observation, interview, and questionnaire study of families during and after playing a GPS-based mobile game in a winter setting, this paper studies how winter conditions affected the gaming experience. Three main factors were observed to have a big impact on the gaming experience: snow, ice and cold. We outline ways these weather conditions were found to be both obstacles, and adding value to the game. Finally, we suggest design implications for winter weather, mainly; the need for short games due to cold, adaption of gameplay for movement in snow, to avoid interactions based on handling the phone, and to adapt maps to the effects of snow and ice. By explaining how winter conditions affect the gaming experience, location-based games can be better adapted for these weather conditions, and thereby help in making better design decisions.
  •  
4.
  • Back, Jon, 1977-, et al. (författare)
  • Value Driven Design for Playful Technology Enhanced Installations in Public Settings
  • 2021
  • Ingår i: C&C '21. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450383769
  • Konferensbidrag (refereegranskat)abstract
    • Art and installations in public settings are often created on commission from a municipality or similar public sector. Within the public sector there are many values that the community strives to enhance. Values related to democracy, inclusion, and aesthetics are but a few. When designing for public environments, the design process might be affected by the need to strive for those values in addition to, or even rather than, the more common considerations focused on user experience or commercial aspects. In this pictorial we present how identified core values influenced a design process aimed at designing innovative IoT-enhanced playground installations in a public setting. Inspired by annotated portfolios, we explicate how these core values influenced the final design.
  •  
5.
  • Cederved, Catarina, 1979- (författare)
  • Alleviating anxiety in children with cancer facing radiotherapy : The creation of a serious game
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Children undergoing radiotherapy (RT) can experience anxiety, and explaining the procedure through a serious game could be a means to alleviate anxiety. Children have the right to take part in research that concerns them. Through co-creation stakeholders can be part of the process and thereby ensure that the developed product is suitable for the end users. The overarching aim was to investigate the developmental process of a serious game about RT, with a focus on the influence of co-creation, the feasibility of the game, and the game’s effects on self-rated anxiety by children undergoing RT.The thesis consists of four studies, where the first three describes the developmental process of the serious game from different aspects. Study I describes the children’s and their parents’ contributions to the game development based on data from interviews, audio recordings from workshops, and filmed gameplay. Nine children participated, 7 to 10 years old. Study II describes the experiences of seven parents who participated in the first study through interviews. Study III consist of interviews made with thirteen researchers, game designers and hospital staff. The interviews describe the participants’ experiences of taking part in the developmental process of the game. In study IV, reach and acceptability of the game was tested through a feasibility study at one clinic. . It was a randomized pilot, waiting list based study where 22 children participated. Analyses were performed by thematic analysis (Study I and III), content analysis (Study II) and statistical calculations (Study IV).The results showed that every participant involved in the development of the game contributed to the process. The method used in study I can be applied by researchers to co-create serious games with children. The children were active participants and had a consulting and informative role in the development, and their participation led to numerous changes. The interdisciplinary work was challenging but with ample time and an open climate it worked. A majority of children reported anxiety at the start of RT. In conclusion, the children’s participation impacted the game’s design and its content. The children’s abilities to participate in workshops was affected by their disease. Not all of the feasibility criteria set for study IV were reached. There were too few participants enrolled in the study to conclusively answer if the game had an effect on self-reported anxiety.
  •  
6.
  • Cederved, Catarina, et al. (författare)
  • Co-creation of a Serious Game About Radiotherapy : Participatory Action Research Study With Children Treated for Cancer
  • 2022
  • Ingår i: JMIR Human Factors. - : JMIR Publications Inc.. - 2292-9495. ; 9:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Children with cancer who have to undergo radiotherapy can experience fear, because they have no prior knowledge of the treatment. One way of teaching children about the treatment and reducing their fear is to prepare them for it through serious games. Involvement of the end user in the design process within medicine is a way of ensuring that the product being developed will fit the intended user.Objective: The aim was to outline the contributions made by children and their parents through participatory action research when designing a serious game about radiotherapy.Methods: By means of participatory action research, children and their parents participated in the development of a serious game about radiotherapy. Nine children (7-10 years old) were included, each with an accompanying parent. A qualitative approach was used that included interviews and participant observation. Six rounds of iterative development process were used with the children and their parents. Meetings with the children were held either face-to-face or online. Each round resulted in a list of suggestions for changes to the game. A thematic analysis was performed based on the list of proposed changes, underpinned by all gathered data, to highlight how the children’s participation changed the game.Results: Two main themes were identified. The first theme was “The children’s participation was affected by their health and treatment” and included the following subthemes: “an opportunity to share emotions and perceptions of radiotherapy” and “the possibility to participate was affected by the severity of the disease.” The second theme was “participation allowed becoming an active part of game development” and included the following subthemes: “the opportunity to express sentiments about the game,” “the emergence of a playable game through the children’s contributions,” and “the necessity of understanding the text.”Conclusions: The method used in this study made the children active participants, and our results suggest that this method can be used by health care researchers to cocreate serious games with children. It is necessary to inform the children involved that the process takes time, and that the process can be altered to allow as much participation as possible without placing a burden on them. The children’s illness affected their possibility to take part; thus, it is crucial to accommodate the children’s needs when conducting similar studies. The parents’ participation facilitated the meetings for their children, even though their involvement in the game design was negligible.
  •  
7.
  •  
8.
  • Robinson, Raquel, et al. (författare)
  • Edu-larp @ CHI
  • 2023
  • Ingår i: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. - : ACM.
  • Konferensbidrag (refereegranskat)
  •  
9.
  • Sallnäs Pysander, Eva-Lotta, et al. (författare)
  • The DigiPhysical Playscape
  • 2020
  • Ingår i: Making Smart Cities More Playable. - Singapore : Springer. - 9789811397646 - 9789811397653 ; , s. 207-234
  • Bokkapitel (refereegranskat)abstract
    • Children'€™s outdoor play is fluent and fluctuating, shaped by environmental features and conditions. We present insights gathered through a series of field studies in which interaction designers and landscape architects worked together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. These implementations of interactive play technology have been installed as an integral part of outdoor environments in housing areas and at schoolyards, and have been evaluated with children. The interplay between technology and the environment that are partly natural forest and partly constructed playground will be discussed. We highlight in particular how the interactive technology contributes to the versatility of play activities, but also how the nature setting and the availability of natural materials contribute to the play activities around the interactive artefacts.
  •  
10.
  • Waern, Annika, 1960-, et al. (författare)
  • Moving Embodied Design Education Online : Experiences from a Course in Embodied Interaction during the COVID-19 Pandemic
  • 2021
  • Ingår i: Extended abstracts of the 2021 CHI conference on human factors in computing systems (CHI'21). - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380959
  • Konferensbidrag (refereegranskat)abstract
    • During the rapid and forced move to online teaching during the Covid-19 pandemic, university courses that never would have been considered suitable for online teaching under normal circumstances, were moved online. While challenging, this also opened opportunities for developing innovative strategies for teaching and learning. We report on the experiences of moving online a course in embodied interaction, which due to its focus on situated and embodied design faced extensive challenges in moving online. We highlight in particular the way in which the course brought forward innovative methods for bodystorming and user-assisted trialling. This paper has been written jointly by students and teachers from the course.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 11

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy