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Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.ORCID-id: 0000-0001-9324-1994
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 [en]
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: urn:nbn:se:uu:diva-268060ISBN: 978-91-506-2495-3 (tryckt)OAI: oai:DiVA.org:uu-268060DiVA, id: diva2:876519
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
Delarbeten
1. Playing with Structure: An Analytic Model of Transformative Play
Öppna denna publikation i ny flik eller fönster >>Playing with Structure: An Analytic Model of Transformative Play
(Engelska)Manuskript (preprint) (Övrigt vetenskapligt)
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:uu:diva-268059 (URN)
Tillgänglig från: 2015-12-02 Skapad: 2015-12-02 Senast uppdaterad: 2018-01-10
2. Designing an Audience in the Streets
Öppna denna publikation i ny flik eller fönster >>Designing an Audience in the Streets
(Engelska)Manuskript (preprint) (Övrigt vetenskapligt)
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign) Tvärvetenskapliga studier inom samhällsvetenskap
Identifikatorer
urn:nbn:se:uu:diva-268058 (URN)
Tillgänglig från: 2015-12-02 Skapad: 2015-12-02 Senast uppdaterad: 2018-01-10
3. Designing for Children's Outdoor Play
Öppna denna publikation i ny flik eller fönster >>Designing for Children's Outdoor Play
Visa övriga...
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.

Nyckelord
outdoor play, playscape, interactive play technology, landscape architecture
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:uu:diva-268057 (URN)10.1145/2901790.2901875 (DOI)000390478300006 ()
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
4. ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
Öppna denna publikation i ny flik eller fönster >>‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
2014 (Engelska)Ingår i: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players.

Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them.

Nyckelord
Location-based, asymmetric gameplay, negotiating language, physical feedback, player behavior
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Datavetenskap med inriktning mot människa-datorinteraktion
Identifikatorer
urn:nbn:se:uu:diva-239070 (URN)978-0-9913982-2-5 (ISBN)
Konferens
9th International Conference on the Foundations of Digital Games (FDG), 2014, April 3-7, 2014, Ft. Lauderdale, FL
Tillgänglig från: 2014-12-18 Skapad: 2014-12-18 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
5. "We are two strong women": Designing Empowerment in a Pervasive Game
Öppna denna publikation i ny flik eller fönster >>"We are two strong women": Designing Empowerment in a Pervasive Game
2013 (Engelska)Ingår i: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players.

We discuss the design process for the game ‘Codename Heroes’ from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to ‘fear of the outside’. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.

Ort, förlag, år, upplaga, sidor
DIGRA, 2013
Nyckelord
Game, Design, Gender, Pervasive game
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Människa-dator interaktion
Identifikatorer
urn:nbn:se:uu:diva-212715 (URN)
Konferens
The sixth international conference of the Digital Games Research Association (DIGRA); 26-29 August 2013; Atlanta, GA, USA
Tillgänglig från: 2013-12-13 Skapad: 2013-12-13 Senast uppdaterad: 2016-01-28Bibliografiskt granskad
6. Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
Öppna denna publikation i ny flik eller fönster >>Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
2012 (Engelska)Konferensbidrag, Publicerat paper (Refereegranskat)
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:uu:diva-268055 (URN)
Konferens
NordiCHI 2012
Tillgänglig från: 2015-12-01 Skapad: 2015-12-01 Senast uppdaterad: 2018-01-10
7. Experimental Game Design
Öppna denna publikation i ny flik eller fönster >>Experimental Game Design
2015 (Engelska)Ingår i: Game Research Methods: An Overview / [ed] Lankoski, Petri; Björk, Staffan, ETC press, 2015Kapitel i bok, del av antologi (Refereegranskat)
Ort, förlag, år, upplaga, sidor
ETC press, 2015
Nationell ämneskategori
Tvärvetenskapliga studier inom samhällsvetenskap
Identifikatorer
urn:nbn:se:uu:diva-268056 (URN)9781312884731 (ISBN)
Tillgänglig från: 2015-12-01 Skapad: 2015-12-01 Senast uppdaterad: 2018-01-10

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