56,498 research outputs found

    Malicious User Experience Design Research for Cybersecurity

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    This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about successful addictive design in the fields of video games and gambling to understand the allure of breaking into a system, and the joy of thwarting the security to reach a goal or a reward of data. Based on the malicious user research, game user research, and using the GameFlow framework, we propose a novel malicious user experience design approac

    All Work and No Play Makes You a Dull Designer - Exhibition Catalogue

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    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Maintaining authenticity: transferring patina from the real world to the digital to retain narrative value

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    This research is concerned with utilizing new technologies to harvest existing narrative, symbolic and emotive value for use in a digital environment enabling "emotional durability" (Chapman, 2005) in future design. The projects discussed in this paper have been conducted as part of PhD research by Rosemary Wallin into 'Technology for Sustainable Luxury' at University of the Arts London, and visual effects technology research undertaken by Florian Stephens at University of West London. Jonathan Chapman describes vast consumer waste being "symptomatic of failed relationships" between consumers and the goods they buy, and suggests approaches for designing love, dependency, and even cherishability into products to give them a longer lifespan. 'Failed relationships' might also be observed in the transference of physical objects to their virtual cousins. Consider the throwaway nature of digital photography when compared to the carefully preserved prints in a family album. Apple often use a skeuomorphic (Hobbs, 2012) approach to user interface design, to digitally replicate the patina and 'value' of real objects. However, true transference of physical form and texture presumably occurs when an object is scanned and a virtual 3D model is created. This paper presents three practice-based approaches to storing and transferring patina from an original object, utilizing high resolution scanning, photogrammetry, mobile applications and 3D print technologies. The objective is not merely accuracy, but evocation of the emotive data connecting the digital and physical realm. As the human face holds experience in the lines and wrinkles of the skin, so the surface of an object holds its narrative. From the signs of the craftsman to the bumps and scratches that accumulate over the life of an item over time and generations, marks gather like evidence to be read by a familiar or a trained eye. According to the time and the culture these marks are read within, they will either add to or detract from its value. These marks can be captured via complex 3D modelling and scanning technologies, which allow detailed forms to be recreated as dense 3D wireframe, but the result is often unsatisfying. 3D greyscale surfaces can never fully capture the richness of patina. Authentic surfaces require other qualities such as colour, texture and depth, but there is something else - more difficult to define. Donald A. Norman expands on the idea of emotion and objects by describing three 'levels’ of design "visceral, behavioural and reflective". Visceral is based on "look, feel and sound", behavioural is focused on an object’s use, and reflective is concerned with its message. New technology is commonly seen in terms of its ability to increase efficiency, but this research has longer-term objectives: to repair or even rebuild Chapman's 'broken relationships' and enable ‘emotionally durable' design. The PhD that has formed the context for this paper examines the concept of luxury value, and how and why the value of patina has been replaced by fashion. Luxury goods are aspirational items often emulated in the bulk of mass production. If we are to alter behaviour around consumption, one approach might be to use technology to harvest patina as a way to retain emotional, symbolic and poetic value with a view to maintaining a relationship with the things we buy

    Playing at the crossroads

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    Objectives; The Design Research Group (DRG) at The University of Northampton has been engaged in a number of Knowledge Transfer Partnerships (KTP). Three of these KTP's have involved designing toys, games and playthings. The first exhibition's aim was to act as a research tool to contextualize, analyse and draw conclusions from the KTP experience and collaborations with local enterprises. Then use the knowledge to further research the creative value of play and toy design to all in the community. The curating process for ALL PLAY informed the second exhibition. The data collected will be analysed and any findings will add to the overall outcomes of ALL PLAY. The objective of this research is to establish greater insight into the impact in the form of benefits of design initiatives in the production and use of toys and the role of play in society. Prior Work; This research is informed by a series of Knowledge Transfers partnerships undertaken by the DRG for Sue Ryder, John Crane Ltd and BCE (Distribution) Ltd. The group has gone on to research the design management implications of these projects for designers and social enterprises. Approach; Two exhibitions and a symposium were planned for 2013 (June-July and October-November) to showcase, review and extend the collaboration with the KTP partners. The first was held at the Collective Collaboration Gallery in the Northampton Town Centre. It enabled the DRG to examine and disseminate the experience and demonstrate the benefits of the KTP projects. It enabled further research about the value and impact of the local toy industry in the Northamptonshire, past and present and to forge links with local community and business organizations. The symposium and second exhibition held at the University provides an opportunity to explore current global trends in design for play in the publishing, health, leisure, gaming and interior design industries in more depth. The process of curating the exhibition involved networking and bringing a wide range of experience, theory and case studies together. Creating a ludic play space in the galleries provides for another level for theoretical exploration, research and design. Results; Primary research in the form of interviews undertaken into the local toy and play, complements work being undertaken by the Museum of Childhood, indicating that a specific study needs to be undertaken into the regional history of the toy industry. There is scope for DRG to support and investigate further into the international role of toy design and distribution organizations that are based in the East Midlands. The exhibitions highlighted the impact of the DRG’s KTP research on different communities and industry sectors. The event emphasized the diverse and shared perceptions of the creative benefits of play. Knowledge was transferred back to the University feeding into teaching and learning and particularly in further collaborative research work. Implications; Oral History on the British Toy-Making Industry has yet to be published and its focus is recording the past manufacturing experience and not the dynamic role of creativity and design management in this sector today. The curatorial process has brought together past and present, the local and the global, the practitioner and the academic. The initial research indicates the increasing international importance of creativity and design in the play sector with a focus of enterprises based in the UK. There is an expectation that second set of events will explore and extend the debate further. Value; ALL PLAY is the umbrella title for the events and the paper showcases the benefits of the curating process, allowing the DRG to share their Knowledge Transfer research and account for the impact of it and at the same time continue to build collaborations and information about the value of play locally, to the creative industries, social well being across all groups and enterprise internationally

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    Creating Space: Building Digital Games

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    Studies of games, rhetoric, and pedagogy are increasingly common in our field, and indeed seem to grow each year. Nonetheless, composing and designing digital games, either as a mode of scholarship or as a classroom assignment, has not seen an equal groundswell. This selection first provides a brief overview of the existing scholarship in gaming and pedagogy, much of which currently focuses either on games as texts to analyze or as pedagogical models. While these approaches are certainly valuable, I advocate for an increased focus on game design and creation as valuable act of composition. Such a focus engages students and scholars in a deeply multimodal practice that incorporates critical design and computational thinking. I close with suggestions on tools for new and intrepid designers

    Tribal metaphors in social game design: creating conflict and camaraderie through context

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    This paper briefly explores the emergence of tribal patterns in social play. The formation of community groups is not just a result of game design, but a fundamental part of the social nature of the species. Tribal effects, such as favouritism towards fellow group members, have been studied by social psychologists for decades (e.g. [22,15,7]). We highlight some specific existing mechanics that enable and encourage this kind of behaviour in social games, and identify the importance of social feedback in generating tribal feelings. An experiment is described, that explores the minimal conditions of tribal behaviour player groups in social games. Specifically, it identifies the importance of feedback on social context in supporting the emergence of in-group favouring tribal play
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