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Design Games for In-Situ Design

Design Games for In-Situ Design

Erik Kristiansen
Copyright: © 2013 |Volume: 5 |Issue: 3 |Pages: 22
ISSN: 1942-390X|EISSN: 1942-3918|EISBN13: 9781466634503|DOI: 10.4018/jmhci.2013070101
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MLA

Kristiansen, Erik. "Design Games for In-Situ Design." IJMHCI vol.5, no.3 2013: pp.1-22. http://doi.org/10.4018/jmhci.2013070101

APA

Kristiansen, E. (2013). Design Games for In-Situ Design. International Journal of Mobile Human Computer Interaction (IJMHCI), 5(3), 1-22. http://doi.org/10.4018/jmhci.2013070101

Chicago

Kristiansen, Erik. "Design Games for In-Situ Design," International Journal of Mobile Human Computer Interaction (IJMHCI) 5, no.3: 1-22. http://doi.org/10.4018/jmhci.2013070101

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Abstract

The mobile culture has spawned a host of context-based products, like location-based and tag-based applications. This presents a new challenge for the designer. There is a need of design methods that acknowledge the context and allows it to influence the design ideas. This article focuses on a design problem where an in-situ design practice may further the early design process: the case of designing a pervasive game. Pervasive games are computer games, played using the city as a game board and often using mobile phones with GPS. Some contextual design methods exist, but the author proposes an approach that calls for the designer to conceptualise and perform ideas in-situ, that is on the site, where the game is supposed to be played. The problem was to design a creativity method that incorporated in-situ design work and which generated game concepts for pervasive games. The proposed design method, called sitestorming, is based on a game using Situationistic individual exploration of the site and different types of game cards, followed by a joint evaluation of the generated ideas. A series of evaluations showed that the designers found the method enjoyable to use, that the method motivated idea generation, and that using in-situ design influenced their design ideas.

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