16 research outputs found

    Inclusive Design-Theory: How to take advantage of diversity in Information Systems Design

    Get PDF
    The theme of ICIS 2013 in Milan is “Reshaping Society through Information Systems” (http://icis2013.aisnet.org/). One aspect of reshaping society that has been recently discussed in central Europe is that of social inclusion (http://ec.europa.eu/social/main.jsp?catId=750&langId=en). Yet, after decades of research and ambitious political programs, we still observe an imbalanced treatment toward groups of different gender, age, race, ethnicity, sexual orientation, religion, disability, and social background. Such an issue raises questions about the degree to which information systems can help to overcome such imbalance; for instance, if design principles can be formalized in order to reshape the information systems design into a different, more-inclusive direction. We contend that IS falls short in tackling this issue. In this panel, Shirley Gregor, Fred Niederman, Eileen Trauth, and Cathy Urquhart reflect on the multiple aspects of social inclusion in the design and the resulting shape of Information Systems

    Designing for Immediate Play

    Get PDF

    The Malthusian Paradox: performance in an alternate reality game

    Get PDF
    The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries are necessarily unclear affords rich and emergent, but potentially unsanctioned and uncontrolled, opportunities for interactive performance, which raises significant challenges for design

    A survey of the trajectories conceptual framework: investigating theory use in HCI

    Get PDF
    We present a case study of how Human-Computer Interaction (HCI) theory is reused within the field. We analyze the HCI literature in order to reveal the impact of one particular theory, the trajectories framework that has been cited as an example of both contemporary HCI theory and a strong concept that sits between theory and design practice. Our analysis of 60 papers that seriously engaged with trajectories reveals the purposes that the framework served and which parts of it they used. We compare our findings to the originally stated goals of trajectories and to subsequent claims of its status as both theory and strong concept. The results shed new light on what we mean by theory in HCI, including its relationship to practice and to other disciplines

    Alternate reality games (ARG) as innovative digital information sources

    Get PDF
    PURPOSE : The purpose of this paper is to present the gathering, integration and analysis of digital information sources for the creation of a conceptual framework for alternate reality games (ARGs). ARGs hold potential for libraries, education, healthcare and many other sectors.DESIGN / METHODOLOGY / APPROACH : Case studies were performed on three previously played ARGs to create case reports. The various digital information sources for each game, sourced from multiple media, are compiled into a chronologically ordered game narrative which formed the case reports. The focus of the paper is on the analysis of the case reports using constant comparative analysis to identify categories and subcategories. Relationships are established, based on each game, between the categories and subcategories to inform the creation of game diagrams. The game diagrams are then combined to create a conceptual framework that describes the functioning and components of an ARG. FINDINGS : The conceptual framework effectively described the types of information found within an ARG as well as how these different categories of information interact and link to one another. The framework also provides an abstract description of the components of ARGs, namely narrative, game actions and community. ORIGINALITY /VALUE : The conceptual framework produced by the analysis enables an understanding of ARGs and how they are played and designed. Insight into how to analyse ARGs based on the information generated for the play of the game by both the players and the game designers is gained. Where other studies have provided insight into the phenomena of ARGs, this study focuses on constructing a conceptual framework of ARGs using the information generated by the game.http://www.emeraldinsight.com/0741-9058.htmhb2016Information Scienc

    Exercising library and information literacies through alternate reality gaming

    Get PDF
    PURPOSE : Teaching students/library patrons twenty-first century literacies (such as information and library literacies) is important within a library setting. As such, finding an appropriate manner to teach these skills in a practical manner at tertiary level is important. As vehicles for constructivist learning, games provide a unique opportunity to teach these twenty-first century literacies in an engaging, practical, format. The purpose of this paper is to discuss the implementation of an alternate reality game (ARG) to teach these literacies through gameplay. DESIGN/METHODOLOGY/APPROACH : An ARG was designed and developed where the core gameplay tasks taught and exercised twenty-first century literacies. The game, once completed, was then analysed as a case study to determine the effectiveness of the game-based approach to literacy learning. FINDINGS : Throughout the play of the game, players spent increasingly more time in the library, often using it as a common meeting point during play. Players reported that they learnt or exercised the skills that each game task focussed on, additionally noting that the game-based context made the process of learning and exercising these skills more enjoyable. ORIGINALITY/VALUE : The findings suggest that the creation of games, whether real world or digital, may be useful in engaging students/patrons with twenty-first century literacies as well as with their local library. The documentation of a successful ARG to teach twenty-first century literacies provides a model for future research to follow when designing engaging library-oriented games.http://www.emeraldinsight.com/loi/ajimhj2018Information Scienc

    Putting trajectories to work: translating a HCI framework into design practice

    Get PDF
    One major challenge for the academic Human-Computer Interaction (HCI) research community is the adoption of its findings and theoretical output by the interaction design practitioners whose work they are meant to support. To address this “research-practice gap”, this thesis takes the example of trajectories, a HCI conceptual framework derived from studies of mixed-reality performances spanning complex spaces, timeframes, participant roles, and interface ecologies. Trajectories’ authors have called for their work to be used to inform the design of a broader variety of experiences. This thesis explores what is required to fulfil this ambition, with a specific focus on using the framework to improve the experience of live events, and on professional design practitioners as the users of the framework. This exploration follows multiple approaches, led both by researchers and practitioners. This thesis starts by reviewing past uses of the trajectories framework – including for design purposes – and by discussing work that has previously tried to bridge the research-practice gap. In a first series of studies, the thesis identifies live events – such as music festivals and running races – as a rich setting where trajectories may be used both to study existing experiences and to design new ones. This leads to a series of design guidelines grounded both in knowledge about the setting and in trajectories. The thesis then discusses multiple approaches through which HCI researchers and practitioners at a large media company have joined forces to try to use trajectories in industrial design and production processes. Finally, the last strand of work returns to live events, with a two-year long Research through Design study in which trajectories have been used to improve the experience of a local music festival and to develop a mobile app to support it. This last study provides first-hand insight into the integration of theoretical concerns into design. This thesis provides three major classes of contributions. First, extensions to the original trajectories framework, which include refined definitions for the set of concepts that the framework comprises, as well as considerations for open-ended experiences where control is shared between stakeholders and participants. Secondly, a model describing the use of trajectories throughout design and production processes offers a blueprint for practitioners willing to use the framework. Finally, a discussion on the different ways trajectories have been translated into practice leads to proposing a model for locating translations of HCI knowledge with regards to the gap between academic research and design practice, and the gap between theoretical knowledge and design artefacts
    corecore