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First steps in role playing
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Conference on Human Factors in Computing Systems archive
CHI '08 extended abstracts on Human factors in computing systems table of contents
Florence, Italy
SESSION: Case studies table of contents
Pages 2017-2024  
Year of Publication: 2008
ISBN:978-1-60558-012-X
Author
Stella U. Boess  Delft University of Technology, Delft , Netherlands
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper presents and evaluates examples from our work with role playing in design education. Rationales for role playing in design are: communication within the design process, the increase of technological complexity, the experience and empathy of designers, the tangibility of interaction, and attentiveness to social change. These rationales inform our inclusion of role playing techniques in design education. Our aim is that the students can and do incorporate the techniques into their own design activity. Here, we focus on three questions: : 1. whether the techniques helped the students understand and question interaction, 2. whether the techniques helped students in ideation, and 3. whether the role playing exercises inspired students to use the techniques in own work. We identify several ways in which the techniques are effective for the students in their design work.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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