Designing for Digital Playing Out

Designing for Digital Playing Out
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为数字播放而设计

DOI:
10.1145/3290605.3300909
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发表时间:
2019
期刊:
--
影响因子:
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通讯作者:
Wood G
Wood G
中科院分区:
--
文献类型:
--
作者:
Wood G

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我们报告了英国一项以设计为主导的研究,该研究旨在了解儿童(5至14岁)在社区“玩耍”的障碍,并探索物联网(IoT)支持儿童户外自由玩耍的潜力。这项研究形成了一个设计民族志,将观察实地工作与设计原型和四个相关研讨会的共同创造活动相结合,我们使用BBC micro:bit设备与参与儿童共同创造新的物联网设计。我们的集体帐户贡献了关于微观的物理和交互特征的新见解:在研讨会中塑造游戏,游戏和社交互动的位,照亮了一个新兴的设计空间,用于支持基于经验实例的“数字游戏”。我们强调数字化设计的机会,以促进社会协商的方式,支持不同的参与,允许整合文化影响,并考虑到编织在一起的场所和发挥。
We report on a design-led study in the UK that aimed to understand barriers to children (aged 5 to 14 years) 'playing out' in their neighbourhood and explore the potential of the Internet of Things (IoT) for supporting children's free play that extends outdoors. The study forms a design ethnography, combining observational fieldwork with design prototyping and co-creative activities across four linked workshops, where we used BBC micro:bit devices to co-create new IoT designs with the participating children. Our collective account contributes new insights about the physical and interactive features of micro:bits that shaped play, gameplay, and social interaction in the workshops, illuminating an emerging design space for supporting 'digital playing out' that is grounded in empirical instances. We highlight opportunities for designing for digital playing out in ways that promote social negotiation, supports varying participation, allows for integrating cultural influences, and accounts for the weaving together of placemaking and play.
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