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 language | English |
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Title of host publication | CHI PLAY Companion '23 |
Subtitle of host publication | Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play |
Editors | Jim Wallace, Jennifer R. Whitson, Beth Bonsignore, Julian Frommel, Erik Harpstead |
Place of Publication | New York, NY |
Publisher | ACM SigCHI |
Pages | 231-234 |
Number of pages | 4 |
ISBN (Electronic) | 979-8-4007-0029-3 |
DOIs | |
Publication status | Published - 6 Oct 2023 |
Event | Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2023 - Stratford, Canada Duration: 10 Oct 2023 → 13 Oct 2023 |
Conference
Conference | Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2023 |
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Abbreviated title | CHI PLAY 2023 |
Country/Territory | Canada |
City | Stratford |
Period | 10/10/23 → 13/10/23 |
Keywords
- 2023 OA procedure