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Drama prototyping for the design of urban interactive systems for children

Published: 03 June 2009 Publication History

Abstract

In this paper, we present Wi-swing, a case study approach in designing a networked playground for children located in a public garden. The approach adopted in the case study is based on prototyping using the technique of scenario dramatization. The process of designing augmented interactive systems needs to be addressed to consider the physical, aesthetic and social aspects of interaction.
In the case study illustrated in this paper, the design process is based on prototyping using the scenario dramatization technique. This technique allows us to explore and investigate the possible features of interactive artifacts focusing on the potential of the technology and the emergent practices. Wi-swing is the concept developed using dramatization: a tool for listening to stories in public spaces, controlled entirely by children. In the paper we show the results of the early design process and the development of the concepts by scenario dramatization.
In what follows, we describe a case study in which we applied this technique for the development of an interactive urban playground through which children can be authors of the stories to which they are listening.

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  • (2024)Selection of technologies during design learning activities in an undergraduate courseProceedings of the 16th Conference on Creativity & Cognition10.1145/3635636.3664251(561-565)Online publication date: 23-Jun-2024
  • (2023)Strategies, Practices, and Challenges in Interactive Prototypes Construction: a Field Study in a Design CourseProceedings of the European Conference on Cognitive Ergonomics 202310.1145/3605655.3605661(1-4)Online publication date: 19-Sep-2023
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cover image ACM Other conferences
IDC '09: Proceedings of the 8th International Conference on Interaction Design and Children
June 2009
347 pages
ISBN:9781605583952
DOI:10.1145/1551788
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 June 2009

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Author Tags

  1. ambient device
  2. augmented furniture
  3. human factors
  4. interaction design
  5. prototyping
  6. scenario-based design
  7. ubiquitous computing

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Cited By

View all
  • (2024)How design students select maker technologies in their undergraduate projectsProceedings of the European Conference on Cognitive Ergonomics 202410.1145/3673805.3673838(1-4)Online publication date: 8-Oct-2024
  • (2024)Selection of technologies during design learning activities in an undergraduate courseProceedings of the 16th Conference on Creativity & Cognition10.1145/3635636.3664251(561-565)Online publication date: 23-Jun-2024
  • (2023)Strategies, Practices, and Challenges in Interactive Prototypes Construction: a Field Study in a Design CourseProceedings of the European Conference on Cognitive Ergonomics 202310.1145/3605655.3605661(1-4)Online publication date: 19-Sep-2023
  • (2023)A Study on Prototyping in a Design CourseHuman-Computer Interaction – INTERACT 202310.1007/978-3-031-42293-5_41(391-395)Online publication date: 26-Aug-2023
  • (2016)Designing ReduCatProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2930675(463-472)Online publication date: 21-Jun-2016
  • (2015)Practices, Technologies, and Challenges of Constructing and Programming Physical Interactive PrototypesHuman-Computer Interaction: Design and Evaluation10.1007/978-3-319-20901-2_12(132-142)Online publication date: 21-Jul-2015

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