Attending to Slowness and Temporality with Olly and Slow Game: A Design Inquiry Into Supporting Longer-Term Relations with Everyday Computational Objects

Attending to Slowness and Temporality with Olly and Slow Game: A Design Inquiry Into Supporting Longer-Term Relations with Everyday Computational Objects
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用 Olly 和 Slow Game 关注缓慢性和暂时性:支持与日常计算对象的长期关系的设计调查

DOI:
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发表时间:
2018
期刊:
International Conference on Human Factors in Computing Systems
影响因子:
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通讯作者:
P. Verburg
P. Verburg
中科院分区:
--
文献类型:
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作者:
William Odom;Ron Wakkary;Ishac Bertran;Matthew Harkness;Garnet D. Hertz;Jeroen Hol;Henry W. J. Lin;Bram Naus;Perry Tan;P. Verburg

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慢已经成为一个丰富的透镜,以框架人机交互研究,支持长期的人与技术的关系。然而,有必要进一步解决我们如何在概念和实践层面上设计缓慢的问题。借鉴无意识,交叉点和合奏的概念,我们通过两个案例:Olly和Slow Game,对基于设计实践的慢性和时间性设计进行了调查。我们在两年半的时间里设计了这些工件,并仔细关注这些概念如何影响它们的形式,材料和计算质量方面的关键设计决策。我们的设计师-研究人员方法表明,当付诸实践时,这些概念有助于创造性地解决缓慢和暂时性问题,但需要进一步发展以动员设计。我们批判性地反思我们基于实践的研究中出现的见解,以反射性地完善概念,更好地支持未来的HCI研究和实践。
Slowness has emerged as a rich lens to frame HCI investigations into supporting longer-term human-technology relations. Yet, there is a need to further address how we design for slowness on conceptual and practical levels. Drawing on the concepts of unawareness, intersections, and ensembles, we contribute an investigation into designing for slowness and temporality grounded in design practice through two cases: Olly and Slow Game. We designed these artifacts over two and a half years with careful attention to how the set of concepts influenced key design decisions in terms of their form, materials, and computational qualities. Our designer-researcher approach revealed that, when put into practice, the concepts helped generatively grapple with slowness and temporality, but are in need of further development to be mobilized for design. We critically reflect on insights emerging across our practice-based research to reflexively refine the concepts and better support future HCI research and practice.
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