Abstract
We present potentials of creating excuses as a central metaphor
for a design strategy - excuses to interact (a “ticket to talk”) as a
way to facilitate social interactions among participants. Interaction
design has, in its third wave, moved towards the more abstract
experiential potentials of designing for embodied playful
interactions, but much is needed to understand the dynamics of
social interaction and how one can design for social curiosity.
With this perspective we move beyond tangible curiosity,
attempting to break restraint, timidity and shyness - using touch to
design for bending social norms. We build the concept of creating
excuses to interact based on three large experiments with
interactive art installations presented in a festival context. We
attempt to convert the particular design cases into general
understandings of a set of potential design strategies, with the
intention to create generative design knowledge. Extremely
simple technical rules can be designed with the sole purpose of
breaking down normal social restraints and provoking interesting
social interaction.
for a design strategy - excuses to interact (a “ticket to talk”) as a
way to facilitate social interactions among participants. Interaction
design has, in its third wave, moved towards the more abstract
experiential potentials of designing for embodied playful
interactions, but much is needed to understand the dynamics of
social interaction and how one can design for social curiosity.
With this perspective we move beyond tangible curiosity,
attempting to break restraint, timidity and shyness - using touch to
design for bending social norms. We build the concept of creating
excuses to interact based on three large experiments with
interactive art installations presented in a festival context. We
attempt to convert the particular design cases into general
understandings of a set of potential design strategies, with the
intention to create generative design knowledge. Extremely
simple technical rules can be designed with the sole purpose of
breaking down normal social restraints and provoking interesting
social interaction.
Originalsprog | Engelsk |
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Titel | FDG '18 Proceedings of the 13th International Conference on the Foundations of Digital Games |
Redaktører | Sebastian Deterding, Mitu Khandaker, Sebastian Risi, Jose Font, Steve Dahlskog, Christoph Salge, Carl Magnus Olsson |
Udgivelsessted | New York |
Forlag | Association for Computing Machinery |
Publikationsdato | 7 aug. 2018 |
Artikelnummer | 63 |
ISBN (Elektronisk) | 978-1-4503-6571-0 |
DOI | |
Status | Udgivet - 7 aug. 2018 |
Begivenhed | International Conference on the Foundations of Digital Games - Malmö Universitet, Malmö, Sverige Varighed: 7 aug. 2018 → 10 aug. 2018 http://fdg2018.org/ |
Konference
Konference | International Conference on the Foundations of Digital Games |
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Lokation | Malmö Universitet |
Land/Område | Sverige |
By | Malmö |
Periode | 07/08/2018 → 10/08/2018 |
Andet | The International Conference on the Foundations of Digital Games (FDG) is a major international event. It seeks to promote the exchange of information concerning the foundations of digital games, technology used to develop digital games, and the study of digital games and their design, broadly construed. The goal of the conference is the advancement of the study of digital games, including but not limited to new game technologies, critical analysis, innovative designs, theories on play, empirical studies, and data analysis.<br/><br/>FDG 2018 will include presentations of peer-reviewed papers (with rebuttal process), invited talks by high-profile industry and academic leaders, panels, workshops, and posters. The conference will also host a game competition, tech demo session, and a doctoral consortium. This year’s FDG conference will nominate two papers with honorable mention and one best paper from each track.<br/><br/>FDG 2018 is organized in-cooperation with ACM SIGAI, SIGCHI, and SIGGRAPH.<br/><br/> |
Internetadresse |