10,109 research outputs found

    Underdogs and superheroes: Designing for new players in public space

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    We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces

    Designing in the Street: Innovation In-Situ

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    This paper suggests that taking the design process into the field and constantly engaging with the site to observe, intervene, brainstorm, prototype and create fosters unique forms of inspiration and innovation. How does a consideration of participation of both the designer and the user in the space change the design process? With participation comes understanding of the situation and by elaborating on possible futures with users, designers can find lucid innovations. We describe a project conducted by students from the Interaction Design course at the Royal College of Art in London which used a variety of approaches to speculate on the social and technological future of a London street. We discuss and compare the role of different techniques which enable designers to find inspiration for innovative technology in the field, or in this case the street. Keywords: Design, Prototyping, Ethno-Fiction</p

    Spartan Daily February 2, 2011

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    Volume 136, Issue 3https://scholarworks.sjsu.edu/spartandaily/1110/thumbnail.jp

    An ontology co-design method for the co-creation of a continuous care ontology

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    Ontology engineering methodologies tend to emphasize the role of the knowledge engineer or require a very active role of domain experts. In this paper, a participatory ontology engineering method is described that holds the middle ground between these two 'extremes'. After thorough ethnographic research, an interdisciplinary group of domain experts closely interacted with ontology engineers and social scientists in a series of workshops. Once a preliminary ontology was developed, a dynamic care request system was built using the ontology. Additional workshops were organized involving a broader group of domain experts to ensure the applicability of the ontology across continuous care settings. The proposed method successfully actively engaged domain experts in constructing the ontology, without overburdening them. Its applicability is illustrated by presenting the co-created continuous care ontology. The lessons learned during the design and execution of the approach are also presented

    Let's Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in China

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    Live streaming is becoming increasingly popular in recent years, as most channels prioritize the delivery of engaging content to their viewers. Among various live streaming channels, Danmaku participation game (DPG) has emerged in China as a mixture of live streaming and online gaming, offering an immersive gaming experience to players. Although prior research has explored audience participation games (APGs) in North America and Europe, it primarily focuses on discussing prototypes and lacks observation of players in natural settings. Little is known about how players perceive DPGs and their player experience. To fill the research gap, we observed a series of DPG channels and conducted an interview-based study to gain insights into the practices and experiences of DPG players. Our work reveals that DPGs can effectively synergize live streaming and online games, amplifying both player engagement and a profound sense of accomplishment to players

    Determining Requirements for Supporting Mobility

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    Robot-Aided Learning and r-Learning Services

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    Watching young children 'play' with information technology : everyday life information seeking in the home

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    Research on how young children use information to orient themselves in daily life and to solve problems (known as everyday life information seeking or ELIS) has not been conducted, in-depth, in information science. This exploratory observation study examines how 15 Australian preschool children (aged three to five) used information technologies in their homes to orient themselves in daily life and to solve problems. Children engaged in various ways with the digital technologies available to them and with parents and siblings during play activities. The results explore the value of artistic play, sociodramatic play, and early literacy and numeracy activities in shaping young children's ‘way of life’ and ‘mastery of life’ as outlined in Savolainen's (1995) ELIS model. Observed technology engagement provided an opportunity to explore children's social worlds and the ways that they gathered information during technology play that will inform future learning activities and support child development. By using ELIS theory as an analytic lens, the results demonstrate how children's developmental play with technology tools helps them to internalize social and cultural norms. The data also point to the type of capital available to children and how that capital contributes to children's emerging information practices
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