Abstrakti
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.
Alkuperäiskieli | Englanti |
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Sivut | 231-234 |
Sivumäärä | 4 |
DOI - pysyväislinkit | |
Tila | Julkaistu - 6 lokak. 2023 |
OKM-julkaisutyyppi | Ei sovellu |
Tapahtuma | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - Stratford, Kanada Kesto: 10 lokak. 2023 → 13 lokak. 2023 Konferenssinumero: 10 https://chiplay.acm.org/2023/ |
Conference
Conference | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play |
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Lyhennettä | CHI PLAY |
Maa/Alue | Kanada |
Kaupunki | Stratford |
Ajanjakso | 10/10/2023 → 13/10/2023 |
www-osoite |