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Publications (10 of 18) Show all publications
Wood, G., Back, J., Choi, J.-j. H., Dylan, T. & Louw, M. (2019). Designing for Outdoor Play. In: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS. Paper presented at 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland Uk — May 04-09, 2019. ASSOC COMPUTING MACHINERY, Article ID W18.
Open this publication in new window or tab >>Designing for Outdoor Play
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2019 (English)In: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019, article id W18Conference paper, Published paper (Refereed)
Abstract [en]

There is widespread societal concern regarding the reduction in the amount of time that we all spend playing outdoors. Outdoor play can be important for our social and physical well-being and moreover helps us to connect to space, place and environment. Of course, the CHI community continues to explore play across many contexts; however, specifically designing for outdoor play remains underexplored. This workshop aims to bring together those who are interested in technological, social and design aspects of outdoor play for all ages. We will use participants' insights, energies and expertise to explore the challenges and focus on how we can build a community to share innovative designs, generate knowledge and make actionable research in this context.

Place, publisher, year, edition, pages
ASSOC COMPUTING MACHINERY, 2019
Keywords
Outdoor play, open-ended play, pervasive play, pervasive games
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-394732 (URN)10.1145/3290607.3299026 (DOI)000482042103087 ()978-1-4503-5971-9 (ISBN)
Conference
2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland Uk — May 04-09, 2019
Available from: 2019-10-09 Created: 2019-10-09 Last updated: 2019-10-09Bibliographically approved
Back, J., Bedwell, B., Benford, S., Eklund, L., Sundnes Løvlie, A., Preston, W., . . . Wray, T. (2018). GIFT: Hybrid Museum Experiences through Gifting and Play. In: Angeliki Antoniou, Manolis Wallace (Ed.), Proceedings of the Workshop on Cultural Informatics: . Paper presented at Workshop on Cultural Informatics co-located with the EUROMED International Conference on Digital Heritage 2018 (EUROMED 2018), Nicosia, Cyprus, November 3, 2018. (pp. 31-40). , 2235
Open this publication in new window or tab >>GIFT: Hybrid Museum Experiences through Gifting and Play
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2018 (English)In: Proceedings of the Workshop on Cultural Informatics / [ed] Angeliki Antoniou, Manolis Wallace, 2018, Vol. 2235, p. 31-40Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

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.

Series
CEUR Workshop Proceedings, ISSN 1613-0073 ; 2235
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-371820 (URN)
Conference
Workshop on Cultural Informatics co-located with the EUROMED International Conference on Digital Heritage 2018 (EUROMED 2018), Nicosia, Cyprus, November 3, 2018.
Available from: 2019-01-02 Created: 2019-01-02 Last updated: 2019-01-18Bibliographically approved
Back, J., Paget, S., Sallnäs Pysander, E. L., Turmo Vidal, L. & Waern, A. (2018). Playing Close to Home: Interaction and Emerging Play in Outdoor Play Installations. In: : . Paper presented at Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 21-26 April, 2018, Montreal, Canada. Móntreal, Canada: ACM Digital Library
Open this publication in new window or tab >>Playing Close to Home: Interaction and Emerging Play in Outdoor Play Installations
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2018 (English)Conference paper, Published paper (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
Móntreal, Canada: ACM Digital Library, 2018
National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-358233 (URN)10.1145/3173574.3173730 (DOI)978-1-4503-5620-6 (ISBN)
Conference
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 21-26 April, 2018, Montreal, Canada
Available from: 2018-08-26 Created: 2018-08-26 Last updated: 2019-01-09Bibliographically approved
Waern, A. & Back, J. (2017). Activity as the Ultimate Particular of Interaction Design. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems: . Paper presented at ACM Sigchi Conference On Human Factors In Computing Systems (CHI), May 06 - 11, 2017, Denver, Colorado, USA. (pp. 3390-3402). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Activity as the Ultimate Particular of Interaction Design
2017 (English)In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, p. 3390-3402Conference paper, Published paper (Refereed)
Abstract [en]

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’.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2017
Keywords
Research through design, third wave HCI, ultimate particular, activity-centric design, second order design, environmental design
National Category
Human Aspects of ICT Human Computer Interaction
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-321574 (URN)10.1145/3025453.3025990 (DOI)000426970503028 ()978-1-4503-4655-9 (ISBN)
Conference
ACM Sigchi Conference On Human Factors In Computing Systems (CHI), May 06 - 11, 2017, Denver, Colorado, USA.
Available from: 2017-05-08 Created: 2017-05-08 Last updated: 2018-07-30Bibliographically approved
Márquez Segura, E., Isbister, K., Back, J. & Waern, A. (2017). Design, Appropriation, and Use of Technology in Larps. In: Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG'17): . Paper presented at 12th International Conference on the Foundations of Digital Games (FDG 17), August 14-17, New York, USA.. , Article ID 53.
Open this publication in new window or tab >>Design, Appropriation, and Use of Technology in Larps
2017 (English)In: Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG'17), 2017, article id 53Conference paper, Published paper (Refereed)
Abstract [en]

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.

Keywords
Larp, social play, collocated play, social and emotional experience, survey, DiY
National Category
Human Computer Interaction
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-338191 (URN)10.1145/3102071.3106360 (DOI)000426967500053 ()978-1-4503-5319-9 (ISBN)
Conference
12th International Conference on the Foundations of Digital Games (FDG 17), August 14-17, New York, USA.
Available from: 2018-01-08 Created: 2018-01-08 Last updated: 2018-06-29Bibliographically approved
Back, J., Márquez Segura, E. & Waern, A. (2017). Designing for Transformative Play. ACM Transactions on Computer-Human Interaction, 24(3), Article ID 18.
Open this publication in new window or tab >>Designing for Transformative Play
2017 (English)In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 24, no 3, article id 18Article in journal (Refereed) Published
Abstract [en]

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.

Keywords
Play, Play design, Explorative play, Transgressive play, Creative play, Play engagement
National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-321573 (URN)10.1145/3057921 (DOI)000406429100001 ()
Funder
VINNOVA
Available from: 2017-05-08 Created: 2017-05-08 Last updated: 2018-01-09Bibliographically approved
Waern, A. & Back, J. (2017). Experimental game design. In: Petri Lankoski and Jussi Holopainen (Ed.), Game design research: an introduction to theory and practice (pp. 157-170). Pittsburgh, Pennsylvania, USA: ETC Press
Open this publication in new window or tab >>Experimental game design
2017 (English)In: Game design research: an introduction to theory and practice / [ed] Petri Lankoski and Jussi Holopainen, Pittsburgh, Pennsylvania, USA: ETC Press, 2017, p. 157-170Chapter in book (Other academic)
Abstract [en]

One way to understand games better is to experiment with their design. While experimental game design is part of most game design, this chapter focuses on ways in which it can become a method to perform academic enquiry, eliciting deeper principles for game design.

Place, publisher, year, edition, pages
Pittsburgh, Pennsylvania, USA: ETC Press, 2017
Keywords
Game Design; Design Research; Interaction Design; Experimental Game Design
National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-338192 (URN)978-1-387-40836-8 (ISBN)
Available from: 2018-01-08 Created: 2018-01-08 Last updated: 2018-01-18Bibliographically approved
Back, J., Heeffer, C., Paget, S., Rau, A., Sallnäs Pysander, E. L. & Waern, A. (2016). Designing Children’s Digital-Physical Play in Natural Outdoors Settings. In: CHI Extended Abstracts: . Paper presented at CHI 2016.
Open this publication in new window or tab >>Designing Children’s Digital-Physical Play in Natural Outdoors Settings
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2016 (English)In: CHI Extended Abstracts, 2016Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

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.

Keywords
Interactive play, playscape, landscape architecture
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-284534 (URN)10.1145/2851581.2892416 (DOI)
Conference
CHI 2016
Projects
DigiFys
Funder
VINNOVA, 2014-00689
Available from: 2016-04-18 Created: 2016-04-18 Last updated: 2018-01-10Bibliographically approved
Back, J., Heeffer, C., Paget, S., Rau, A., Sallnäs Pysander, E. L. & Waern, A. (2016). Designing for Children's Outdoor Play. In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems: . Paper presented at 11th ACM SIGCHI Conference on Designing Interactive Systems (DIS), Queensland Univ Technol, Brisbane, AUSTRALIA, JUN 04-08, 2016 (pp. 28-38).
Open this publication in new window or tab >>Designing for Children's Outdoor Play
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2016 (English)In: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, p. 28-38Conference paper, Published paper (Refereed)
Abstract [en]

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.

Keywords
outdoor play, playscape, interactive play technology, landscape architecture
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-268057 (URN)10.1145/2901790.2901875 (DOI)000390478300006 ()
Conference
11th ACM SIGCHI Conference on Designing Interactive Systems (DIS), Queensland Univ Technol, Brisbane, AUSTRALIA, JUN 04-08, 2016
Note

The manuscript version of this article is part of the thesis: "Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience" by Jon Back. http://uu.diva-portal.org/smash/record.jsf?pid=diva2:876519

Available from: 2015-12-02 Created: 2015-12-02 Last updated: 2018-01-10
Back, J. (2016). Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience. (Doctoral dissertation). Uppsala: Institutionen för informatik och media
Open this publication in new window or tab >>Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
2016 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

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.

Place, publisher, year, edition, pages
Uppsala: Institutionen för informatik och media, 2016. p. 94
Series
Uppsala Studies in Human-Computer Interaction ; 2
Keywords
design, public, play, playful, playfulness, game, activity, experience, second order design, engage, engagement, fun, magic circle, brink games, pervasive games, place, space, co-creativity, empowerment, game jam, busking, street performance, playground
National Category
Human Computer Interaction
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-268060 (URN)978-91-506-2495-3 (ISBN)
Public defence
2016-02-05, Hörsal 2, Ekonomikum, Kyrkogårdsgatan 10 A, Uppsala, 13:15 (English)
Opponent
Supervisors
Available from: 2016-01-13 Created: 2015-12-02 Last updated: 2018-01-10
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9324-1994

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