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  • 1.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing an Audience in the StreetsManuskript (preprint) (Övrigt vetenskapligt)
  • 2.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience2016Doktorsavhandling, 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.

    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
  • 3.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    ‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On2014Ingår i: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Konferensbidrag (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.

  • 4.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Bedwell, Benjamin
    Benford, Steve
    Eklund, Lina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Sundnes Løvlie, Anders
    Preston, William
    Rajkowska, Paulina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Ryding, Karin
    Spence, Jocelyn
    Thorn, Emily-Clare
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Wray, Tim
    GIFT: Hybrid Museum Experiences through Gifting and Play2018Ingår i: Proceedings of the Workshop on Cultural Informatics / [ed] Angeliki Antoniou, Manolis Wallace, 2018, Vol. 2235, s. 31-40Konferensbidrag (Refereegranskat)
    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.

  • 5.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Heeffer, Caspar
    Paget, Susan
    Rau, Andreas
    Sallnäs Pysander, Eva Lotta
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing Children’s Digital-Physical Play in Natural Outdoors Settings2016Ingår i: CHI Extended Abstracts, 2016Konferensbidrag (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 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.

  • 6.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Heeffer, Caspar
    Royal Institute of Technology, Media Technology and Interaction Design.
    Paget, Susan
    Swedish University of Agricultural Sciences, Department of Urban and Rural Development.
    Rau, Andreas
    Royal Institute of Technology, Media Technology and Interaction Design.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology, Media Technology and Interaction Design.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing for Children's Outdoor Play2016Ingår i: Proceedings Of The 2016 ACM Conference On Designing Interactive Systems, 2016, s. 28-38Konferensbidrag (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.

  • 7.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Designing for Transformative Play2017Ingår i: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 24, nr 3, artikel-id 18Artikel i tidskrift (Refereegranskat)
    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.

  • 8.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Márquez Segura, Elena
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Playing with Structure: An Analytic Model of Transformative PlayManuskript (preprint) (Övrigt vetenskapligt)
  • 9.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Paget, Susan
    Swedish University of Agricultural Sciences.
    Sallnäs Pysander, Eva Lotta
    Royal Institute of Technology Stockholm.
    Turmo Vidal, Laia
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Playing Close to Home: Interaction and Emerging Play in Outdoor Play Installations2018Konferensbidrag (Refereegranskat)
    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.

  • 10.
    Back, Jon
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game2014Ingår i: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    Codename Heroes is a persistent, multiplayer, crowd-sourced pervasive game that uses Bluetooth, GPS and the phone camera. It plays in the world around you and is always active. Players take the roles of secret superheroes, fighting for their rights and their beliefs. The game also makes use of physical objects and places in the environment.

    The game targets teenagers with a specific focus on young women. The purpose of the game is to engage and empower players. The design is informed by ethnographic studies of young women as well as by gender studies. The goal is to create an incitement for young people to appropriate spaces they do not usually move in, and try things they would not otherwise do.

    Codename Heroes is part of a project investigating pervasive games, games that are played in the physical world with the aid of mobile technology. The current research is focused at exploring large scale, long term, non-location-specific pervasive games, while still keeping the physical aspect of game-specific objects, to understand how this physicality affects the experience of the game.

  • 11.
    Back, Jon
    et al.
    Mobile Life @ Stockholm University.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    "We are two strong women": Designing Empowerment in a Pervasive Game2013Ingår i: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Konferensbidrag (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.

  • 12.
    Korn, Matthias
    et al.
    Department of Computer Science, Aarhus University.
    Back, Jon
    Mobile Life @ Stockholm University.
    Talking it Further: From Feelings and Memories to Civic Discussions In and About Places2012Konferensbidrag (Refereegranskat)
  • 13.
    Márquez Segura, Elena
    et al.
    Department of Computational Media University of California, Santa Cruz, USA.
    Isbister, Katherine
    Department of Computational Media University of California, Santa Cruz, USA.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Waern, Annika
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Design, Appropriation, and Use of Technology in Larps2017Ingår i: Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG'17), 2017, artikel-id 53Konferensbidrag (Refereegranskat)
    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.

  • 14.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Activity as the Ultimate Particular of Interaction Design2017Ingår i: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York: Association for Computing Machinery (ACM), 2017, s. 3390-3402Konferensbidrag (Refereegranskat)
    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’.

  • 15.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Experimental Game Design2015Ingår i: Game Research Methods: An Overview / [ed] Lankoski, Petri; Björk, Staffan, ETC press, 2015Kapitel i bok, del av antologi (Refereegranskat)
  • 16.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Experimental game design2017Ingår i: Game design research: an introduction to theory and practice / [ed] Petri Lankoski and Jussi Holopainen, Pittsburgh, Pennsylvania, USA: ETC Press, 2017, s. 157-170Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    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.

  • 17.
    Waern, Annika
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Sallnäs Pysander, Eva-Lotta
    Royal Inst Technol, Stockholm, Sweden.
    Heefer, Jasper
    Royal Inst Technol, Stockholm, Sweden.
    Rau, Andreas
    Royal Inst Technol, Stockholm, Sweden.
    Paget, Susan
    Ultuna Lantbruksuniv, Uppsala, Sweden.
    Petterson, Linda
    URBIO, Stockholm, Sweden.
    DigiFys: The interactive play landscape2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    The DigiFys project explores the design of interactive landscapes for children's outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the children’s play culture in Sweden where the project originates, and Malaysia.

  • 18.
    Wood, Gavin
    et al.
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Choi, Jaz Hee-jeong
    RMIT Univ, Melbourne, Vic, Australia.
    Dylan, Thomas
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England.
    Louw, Marti
    Carnegie Mellon Univ, Human Comp Interact Inst, Pittsburgh, PA 15213 USA.
    Designing for Outdoor Play2019Ingår i: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019, artikel-id W18Konferensbidrag (Refereegranskat)
    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.

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