Cover image for Design for Emergence : Collaborative Social Play with Online and Location-Based Media.
Design for Emergence : Collaborative Social Play with Online and Location-Based Media.
Title:
Design for Emergence : Collaborative Social Play with Online and Location-Based Media.
Author:
Vogiazou, Y.
ISBN:
9781607502173
Personal Author:
Physical Description:
1 online resource (192 pages)
Series:
Frontiers in Artificial Intelligence and Applications
Contents:
Title page -- Foreword -- Contents -- Introduction -- Researching Spontaneous Collaborative Play -- Thesis Structure -- Foundations: Social Play as a Design Framework for Emergence -- Exploring Presence and Social Play -- Defining Presence Based Group Play -- What Is Presence? -- Why Play? -- Crowd Behaviour and Group Dynamics -- Emergent Self-Organisation -- The Challenge of Mixed Reality Collective Experiences -- Participant Observation in Flash Mobs -- Wireless Location-Based Multiplayer Games -- Location-Based Social Software -- A Categorization of Ubiquitous Social Experiences -- Research Framework -- Design for Emergence -- A Model for Design for Emergence -- Design Principles -- Presence Is Symbolic -- Large Scale Is Important for Emergent Interaction -- Keep the Design Lightweight -- By Employing Affordances Users Understand and Can Extend the Design -- Early Design Sketches for Design for Emergence -- Online Games -- Pixeltag: A Mobile Game -- Mixed Reality Games -- Final Thoughts Towards a Playground Social Game -- Online Case Study: Experiments with a Multiplayer Bumper Car Game -- Playground Interaction Online: The Bumper Car Game -- The Idea -- Storyboards and Variations -- Technical Limitations and Design Considerations -- BumperCar Design and Experiments -- The Game Design -- Experimental Design -- Analysis Method -- Findings -- Emergence -- Spontaneous Collaboration and Group Behaviours -- Game Experience -- Visual Communication and Design -- Conclusions -- Design for Emergence in the Real World: Experimenting with a Mixed Reality Urban Playground -- CitiTag: Urban Space as a Large Group Playground -- The Idea -- Storyboards and Scenarios -- The Action of Tagging -- Group Formations and Swarming -- Views -- Metaphor -- The CitiTag Game -- Limitations and Design Considerations -- CitiTag Design -- CitiTag System Architecture.

Method: User Studies -- Findings -- Game Experience -- Emergence -- Awareness, Group Belongingness and Collaboration -- Usability and Design -- Conclusions and Future Work -- Reflections on How to Design for Emergence -- Designing for Spontaneous Collaborative Play Based on Presence -- Revisiting the Research Framework -- Emergence in BumperCars and CitiTag -- Emergence as Experiential Variability -- Emergence Feeding Back into the Design Process -- Guidelines for Design for Emergence for Online and Ubiquitous Multi-User Applications -- Future Work with Spontaneous Presence-Based Play -- Key Research Questions and Opportunities -- UrbanSwarm: A Proposed Example for Further Research -- Conclusion: So What? -- References -- Acknowledgements.
Abstract:
Design for Emergence investigates spontaneous, unpredictable uses of technology that are driven by social contexts and collaborative processes, based on our ability to communicate our presence, both virtual and physical, in symbolic ways. In light of the fact that social dynamics and unexpected uses of technology can inspire innovation, this book proposes a research model of design for emergence, focusing on emergent phenomena as part of an iterative design process. By providing playful, technology-mediated experiences with minimal structure, unpredictable user behaviours can emerge through exploration, resulting in a richer and more complex, social experience. The research methodology is practice-based; two interactive prototypes were designed, implemented and evaluated in different contexts: an online multiplayer BumperCar game and a wireless, location-based urban game of 'tag', called CitiTag. User studies showed that collaborative, spontaneous play can enhance the sense of social participation in a group activity. Collective and individual behaviours and creative uses of technology emerged from a simply designed application based on symbolic presence, both in the virtual and the physical world. CitiTag experiments showed that virtual elements in a mixed reality game can instigate novel experiences in the context of our everyday physical and social environment, with often unexpected results. The observed emergent behaviours are personal and collective extensions of the virtual experience in the real world. The book concludes with a positive view of ubiquitous and social computing, in which the virtual world becomes a 'first class citizen' rather than a substitute for the real world, creating new situations and engaging experiences in the setting of our daily life that were not possible before.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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