Technology, Movement, and Play Is Hampering and Boosting Interactive Play

Robby Van Delden, Dennis Reidsma, Dees Postma, Joris Weijdom, Elena Márquez Segura, Laia Turmo Vidal, José Manuel Vega-Cebrián, Ana Tajadura-Jiménez, Annika Waern, Solip Park, Perttu Hämäläinen, José Maria Font, Mats Johnsson, Lærke Schjødt Rasmussen, Lars Elbæk

Research output: Contribution to conferenceAbstractScientificpeer-review

Abstract

In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design.

Original languageEnglish
Pages231-234
Number of pages4
DOIs
Publication statusPublished - 6 Oct 2023
MoE publication typeNot Eligible
EventACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - Stratford, Canada
Duration: 10 Oct 202313 Oct 2023
Conference number: 10
https://chiplay.acm.org/2023/

Conference

ConferenceACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Abbreviated titleCHI PLAY
Country/TerritoryCanada
CityStratford
Period10/10/202313/10/2023
Internet address

Keywords

  • process
  • balancing
  • movement
  • play
  • product
  • technology

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