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

Tutkimustuotos: Artikkeli kirjassa/konferenssijulkaisussaAbstractScientificvertaisarvioitu

1 Sitaatiot (Scopus)

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.

AlkuperäiskieliEnglanti
Sivut231-234
Sivumäärä4
DOI - pysyväislinkit
TilaJulkaistu - 6 lokak. 2023
OKM-julkaisutyyppiEi sovellu
TapahtumaACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - Stratford, Kanada
Kesto: 10 lokak. 202313 lokak. 2023
Konferenssinumero: 10
https://chiplay.acm.org/2023/

Conference

ConferenceACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
LyhennettäCHI PLAY
Maa/AlueKanada
KaupunkiStratford
Ajanjakso10/10/202313/10/2023
www-osoite

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