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Designing for Children's Outdoor Play
Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.ORCID-id: 0000-0001-9324-1994
Royal Institute of Technology, Media Technology and Interaction Design.
Swedish University of Agricultural Sciences, Department of Urban and Rural Development.
Royal Institute of Technology, Media Technology and Interaction Design.
Visa övriga samt affilieringar
2016 (Engelska)Ingår i: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, s. 28-38Konferensbidrag, Publicerat paper (Refereegranskat)
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.

Ort, förlag, år, upplaga, sidor
2016. s. 28-38
Nyckelord [en]
outdoor play, playscape, interactive play technology, landscape architecture
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
URN: urn:nbn:se:uu:diva-268057DOI: 10.1145/2901790.2901875ISI: 000390478300006OAI: oai:DiVA.org:uu-268057DiVA, id: diva2:875807
Konferens
11th ACM SIGCHI Conference on Designing Interactive Systems (DIS), Queensland Univ Technol, Brisbane, AUSTRALIA, JUN 04-08, 2016
Anmärkning

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

Tillgänglig från: 2015-12-02 Skapad: 2015-12-02 Senast uppdaterad: 2018-01-10
Ingår i avhandling
1. Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
Öppna denna publikation i ny flik eller fönster >>Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
2016 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
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.

Ort, förlag, år, upplaga, sidor
Uppsala: Institutionen för informatik och media, 2016. s. 94
Serie
Uppsala Studies in Human-Computer Interaction ; 2
Nyckelord
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
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Människa-dator interaktion
Identifikatorer
urn:nbn:se:uu:diva-268060 (URN)978-91-506-2495-3 (ISBN)
Disputation
2016-02-05, Hörsal 2, Ekonomikum, Kyrkogårdsgatan 10 A, Uppsala, 13:15 (Engelska)
Opponent
Handledare
Tillgänglig från: 2016-01-13 Skapad: 2015-12-02 Senast uppdaterad: 2018-01-10

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Back, JonWaern, Annika

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