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Resmini, A., Klyn, D., Lindenfalk, B., Tedeschi, M., Szuc, D. & Wong, J. (2024). A Danish Blend: The Copenhagen Walkshop. In: DIS 2024: Proceedings of the 2024 ACM Designing Interactive Systems Conference. Paper presented at 2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, 1 - 5 July, 2024 (pp. 392-395). New York, NY: Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>A Danish Blend: The Copenhagen Walkshop
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2024 (Engelska)Ingår i: DIS 2024: Proceedings of the 2024 ACM Designing Interactive Systems Conference, New York, NY: Association for Computing Machinery (ACM), 2024, s. 392-395Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The walkshop introduces participants to an embodied, structural approach to understand, conceptualize, and design experiences that blend physical and digital space to create a novel space of action, with its own sense of presence, its own affordances, and its very special challenges. It consists of an outdoors morning walking and exploratory session, and of an afternoon mapping and reflective session at the conference venue. During the morning session, participants directly experience the urban fabric of Copenhagen and engage in activities meant to explore and expose the way digital and physical space commingle and become a layered blended space. During the afternoon session, the participants turn notes and observations into maps with the help of methods and tools provided by the facilitators. Attention is paid to identifying friction between pace layers and to the structure, participating elements, and relationships that support the experience in either digital, physical, or blended space, and to reflect on how the structures of embodiment and spatiality shape experience and act as important, non-interface level grounding elements in the design of human activity in all types of space. The walkshop concludes with a plenary discussion of the deliverables created by participants, what insights were gained in the process, and possible developments to follow. © 2024 Owner/Author.

Ort, förlag, år, upplaga, sidor
New York, NY: Association for Computing Machinery (ACM), 2024
Nyckelord
Blended space, experience design, information architecture, OTC, pace layers, walkshop
Nationell ämneskategori
Samhällsbyggnadsteknik
Identifikatorer
urn:nbn:se:hh:diva-54341 (URN)10.1145/3656156.3658394 (DOI)2-s2.0-85198905322 (Scopus ID)9798400706325 (ISBN)
Konferens
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, 1 - 5 July, 2024
Tillgänglig från: 2024-08-01 Skapad: 2024-08-01 Senast uppdaterad: 2024-08-01Bibliografiskt granskad
Mastermaker, M., O’Keefe, B., Flint, T. & Resmini, A. (2024). Art Directing Blended Experiences. In: Anna Vallgårda; Li Jönsson; Jonas Fritsch; Sarah Fdili Alaoui; Christopher A. Le Dantec (Ed.), Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024: . Paper presented at 2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, 1-5 July, 2024 (pp. 3551-3562). New York, NY: Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Art Directing Blended Experiences
2024 (Engelska)Ingår i: Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS 2024 / [ed] Anna Vallgårda; Li Jönsson; Jonas Fritsch; Sarah Fdili Alaoui; Christopher A. Le Dantec, New York, NY: Association for Computing Machinery (ACM), 2024, s. 3551-3562Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Interactions between the physical and the digital have become increasingly ubiquitous. They are particularly challenging to visualize and illustrate, as they usually unfold over time and space and involve multiple devices, locations, services, and actors. Traditional approaches to sketching user experiences and storyboarding fall short of clearly illustrating how meaningful relationships between people, things, technology, and places are created when they are consistently transitioning from physical spaces into digital spaces and back again. To address this gap, the pictorial showcases how a design framework based on blending theory informs our illustrative best practices and techniques for Art Directing Blended Experiences. The pictorial further discusses the opportunities and challenges of this narrative sketching technique to help designers further explore and capture the essence of how things, relationships, people, and change weave together new personal social spaces and deeper meanings of physical place. © 2024 Copyright is held by the owner/author(s).

Ort, förlag, år, upplaga, sidor
New York, NY: Association for Computing Machinery (ACM), 2024
Nyckelord
Blended Experiences, Illustration, Storytelling, UX
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:hh:diva-54407 (URN)10.1145/3643834.3665970 (DOI)2-s2.0-85200386629 (Scopus ID)9798400705830 (ISBN)
Konferens
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, 1-5 July, 2024
Tillgänglig från: 2024-08-12 Skapad: 2024-08-12 Senast uppdaterad: 2024-08-12Bibliografiskt granskad
Okeefe, B. J., Resmini, A., Flint, T., Carter, A. R. .., Mastermaker, M., Chirico, A., . . . Sturdee, M. (2024). Designing Blended Experiences Workshop: Pedagogies across digital and physical spaces. In: DIS 2024: Proceedings of the 2024 ACM Designing Interactive Systems Conference. Paper presented at 2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, 1 - 5 July, 2024 (pp. 429-432). New York, NY: Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Designing Blended Experiences Workshop: Pedagogies across digital and physical spaces
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2024 (Engelska)Ingår i: DIS 2024: Proceedings of the 2024 ACM Designing Interactive Systems Conference, New York, NY: Association for Computing Machinery (ACM), 2024, s. 429-432Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Digital transformation is increasingly blurring the line between what software is and what the physical world can be. This requires designers to harmoniously blend digital and physical products, services, and spaces to orchestrate meaningful experiences specifically aimed at the interweaving relationships between people, places, and things. As technologies and subsequent experiences rapidly become increasingly ubiquitous, it is essential to design pedagogy for these technologies at a human scale. The Pedagogies of Designing Blended Experiences workshop will discuss, present, ideate, and propose novel methods and techniques to develop pedagogies toward this need. The full-day workshop outcomes mainly revolve around a) Identifying key pedagogical problems and obstacles when designing across digital and physical spaces, b) Early ideation techniques for novel pedagogical approaches, and c) A three-phased speculative road-map to incorporate workshop outcomes in higher education learning. © 2024 ACM.

Ort, förlag, år, upplaga, sidor
New York, NY: Association for Computing Machinery (ACM), 2024
Nyckelord
Blended Experience, Blended Spaces, Digital Spaces, Extended Reality, Mixed Reality, Pedagogy, Physical Spaces, User Experience Design
Nationell ämneskategori
Data- och informationsvetenskap Utbildningsvetenskap
Identifikatorer
urn:nbn:se:hh:diva-54342 (URN)10.1145/3656156.3658404 (DOI)2-s2.0-85198902516 (Scopus ID)9798400706325 (ISBN)
Konferens
2024 ACM Designing Interactive Systems Conference, DIS 2024, Copenhagen, Denmark, 1 - 5 July, 2024
Tillgänglig från: 2024-08-01 Skapad: 2024-08-01 Senast uppdaterad: 2024-08-01Bibliografiskt granskad
Tedeschi, M., Heino, H. & Resmini, A. (2023). A pervasive information approach to urban geography research: the case of Turku. Geografiska Annaler. Series B, Human Geography
Öppna denna publikation i ny flik eller fönster >>A pervasive information approach to urban geography research: the case of Turku
2023 (Engelska)Ingår i: Geografiska Annaler. Series B, Human Geography, ISSN 0435-3684, E-ISSN 1468-0467Artikel i tidskrift (Refereegranskat) Epub ahead of print
Abstract [en]

The article explores the Pervasive Information Architecture (PIA) framework as a theory and set of tools that support the identification of both the multiple physical/digital, spatially oriented elements that make up urban life and, importantly, the obstacles and barriers to information flow between them. As an example, the article presents the application of the framework in studying how first-generation immigrants experience the urban natural environment in Turku, Finland. This research contributes to advancing our understanding of how Pervasive Information Architecture can be effectively used to analyse, design, and optimize urban landscapes, thereby promoting a more inclusive urban development. © 2023 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.

Ort, förlag, år, upplaga, sidor
Abingdon: Taylor & Francis, 2023
Nyckelord
blended spaces, Finland, Personal-Local-Remote syntax, Pervasive information architecture, urban geography
Nationell ämneskategori
Kulturgeografi
Identifikatorer
urn:nbn:se:hh:diva-51672 (URN)10.1080/04353684.2023.2252229 (DOI)001059563000001 ()2-s2.0-85169885860 (Scopus ID)
Anmärkning

Funding: The City of Turku’s Urban Research Programme, Finland. The writing of the theoretical part on blended (physical/digital) urban spaces was supported by the Academy of Finland project ‘JuDiCe’ (Justice in Digital Spaces) under grant number 348559.

Tillgänglig från: 2023-09-26 Skapad: 2023-09-26 Senast uppdaterad: 2023-09-26Bibliografiskt granskad
O'Keefe, B. J., Mastermaker, M., Flint, T., Resmini, A., Chirico, A. & Sturdee, M. (2023). Designing Blended Experiences: Laugh Traders. In: C&C '23: Proceedings of the 15th Conference on Creativity and Cognition. Paper presented at 15th Conference on Creativity and Cognition, C and C 2023, Virtual Event, USA, 19-21 June, 2023 (pp. 116-128). New York, NY: Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Designing Blended Experiences: Laugh Traders
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2023 (Engelska)Ingår i: C&C '23: Proceedings of the 15th Conference on Creativity and Cognition, New York, NY: Association for Computing Machinery (ACM), 2023, s. 116-128Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Digital transformation is increasingly blurring the line between what is software and what is the world, requiring designers to harmoniously blend digital and physical products, services and spaces if they want to orchestrate meaningful experiences that are specifically aimed at the interweaving relationships between people, places and things. Traditional approaches to product design, interaction design, and user experience design do not often take this new context into account. The pictorial details the results of a twelve-day workshop focusing on real-world audience and performer problems during the Edinburgh Festival Fringe: it illustrates how two distinct tools, the Blended Experiences Tool and the Evaluation Tool, focusing on the creation of a blended experience and respectively meant to provide a structured way to approach the generative and reflective stages of the design process, can be used to address this gap. This pictorial illustrates the theoretical framing supporting the Blended Experiences Tool; describes how the workshop produced Laugh Traders, a speculative experience centering on attending and reviewing comedy shows; provides a page-by-page pictorial storyboard of the Laugh Trader experience; introduces the Evaluation Tool and applies it to Laugh Trader to measure the relevance, complexity, and attractiveness of the resulting blended experience. Preliminary reflections conclude the pictorial. © 2023 ACM.

Ort, förlag, år, upplaga, sidor
New York, NY: Association for Computing Machinery (ACM), 2023
Serie
ACM International Conference Proceeding Series
Nyckelord
Blended Experiences, Mixed Reality, Storytelling, UX
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:hh:diva-51434 (URN)10.1145/3591196.3593371 (DOI)2-s2.0-85164025403 (Scopus ID)979-8-4007-0180-1 (ISBN)978-1-4503-8376-9 (ISBN)
Konferens
15th Conference on Creativity and Cognition, C and C 2023, Virtual Event, USA, 19-21 June, 2023
Tillgänglig från: 2023-08-17 Skapad: 2023-08-17 Senast uppdaterad: 2023-08-17Bibliografiskt granskad
Lindenfalk, B., Resmini, A., Drabble, D. & Simeone, L. (2023). Identifying leverage points for systemic change: a strategic approach using PLR and Theory of Change. In: Simeone, Luca; Drabble, David; Morelli, Nicola; de Götzen, Amalia (Ed.), Strategic Thinking, Design and the Theory of Change: A Framework for Designing Impactful and Transformational Social Interventions (pp. 251-269). Cheltenham: Edward Elgar Publishing
Öppna denna publikation i ny flik eller fönster >>Identifying leverage points for systemic change: a strategic approach using PLR and Theory of Change
2023 (Engelska)Ingår i: Strategic Thinking, Design and the Theory of Change: A Framework for Designing Impactful and Transformational Social Interventions / [ed] Simeone, Luca; Drabble, David; Morelli, Nicola; de Götzen, Amalia, Cheltenham: Edward Elgar Publishing, 2023, s. 251-269Kapitel i bok, del av antologi (Övrigt vetenskapligt)
Abstract [en]

Theory of Change (ToC) has been criticized for a tendency to oversimplify complex contexts and their respective solutions. This chapter aims at (i) examining whether the use of a systemic mapping technique - in conjunction with ToC - can be a way to counteract this tendency towards oversimplification, and (ii) exploring how the two mapping techniques complement each other. Both techniques are applied to a co-modality case where their compatibility with each other is explored. Our findings show that the personal-local-remote (PLR) syntax and ToC do have a complementary functionality with each other, where PLR maps the experience ecosystem and identifies potential leverage points. These leverage points are then explored with ToC in order to find multiple strategic solutions and define them. The combination of both methods allows for a more dynamic and emerging approach to working with systemic change than what is traditionally found in work connected to ToC.

Ort, förlag, år, upplaga, sidor
Cheltenham: Edward Elgar Publishing, 2023
Nationell ämneskategori
Data- och informationsvetenskap
Identifikatorer
urn:nbn:se:hh:diva-51391 (URN)10.4337/9781803927718.00026 (DOI)2-s2.0-85165690597 (Scopus ID)9781803927701 (ISBN)9781803927718 (ISBN)
Tillgänglig från: 2023-08-15 Skapad: 2023-08-15 Senast uppdaterad: 2023-08-15Bibliografiskt granskad
Gkouskos, D., Resmini, A., Arghavan Shahlaei, C. & Burgos, J. (2023). Teaching Design Ethics Through Tabletop Game Prototyping. In: Derek Jones; Naz Borekci; Violeta Clemente; James Corazzo; Nicole Lotz; Liv Merete Nielsen; Lesley-Ann Noel (Ed.), The 7th International Conference for Design Education Researchers: . Paper presented at The 7th International Conference for Design Education Researchers, London, United Kingdom, 29 November - 1 December, 2023. London, UK: Design Research Society
Öppna denna publikation i ny flik eller fönster >>Teaching Design Ethics Through Tabletop Game Prototyping
2023 (Engelska)Ingår i: The 7th International Conference for Design Education Researchers / [ed] Derek Jones; Naz Borekci; Violeta Clemente; James Corazzo; Nicole Lotz; Liv Merete Nielsen; Lesley-Ann Noel, London, UK: Design Research Society, 2023Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Design Ethics is a challenging yet vital topic to address and teach, especially in an age where designers may think they are not ethically responsible for their creations. This paper describes the design of an ethics course where instructors used Research Through Design as a vehicle to teach design ethics to a class of master’s students. We describe how we introduced tabletop game prototyping using the Design Games Framework, a lecture-workshop-supervision format supported by a design diary, and student-led sessions to create a pedagogical structure for students to unpack and explore ethical issues. We discuss the design diaries and present reflections on developing reflexivity through game making, framing design as exploration rather than solution-making, and moving beyond dramatic elements when game-making. The course design and reflections provide guidance for design educators in integrating game-making activities in design ethics courses.

Ort, förlag, år, upplaga, sidor
London, UK: Design Research Society, 2023
Serie
Learn X Design Conference Series
Nyckelord
design ethics, game making, Research through Design, design diaries, teaching ethics
Nationell ämneskategori
Design
Forskningsämne
Smarta städer och samhällen, REBEL
Identifikatorer
urn:nbn:se:hh:diva-52899 (URN)10.21606/drslxd.2024.065 (DOI)
Konferens
The 7th International Conference for Design Education Researchers, London, United Kingdom, 29 November - 1 December, 2023
Tillgänglig från: 2024-03-20 Skapad: 2024-03-20 Senast uppdaterad: 2024-04-19Bibliografiskt granskad
Hylving, L., Resmini, A., Gkouskos, D., Lindenfalk, B. & Weberg, O. (2023). Turtles and Ethics: Experiential Learning through Game-making. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at The 56th Hawaii International Conference on System Sciences, Maui, Hawaii, USA, January 3-6, 2023 (pp. 4671-4680).
Öppna denna publikation i ny flik eller fönster >>Turtles and Ethics: Experiential Learning through Game-making
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2023 (Engelska)Ingår i: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, 2023, s. 4671-4680Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details the use of a game-based learning process focusing on game-making in relation to ethical issues of digitalization for graduate education in digital service innovation. Within the context of a masters education, students from diverse knowledge backgrounds learned about and reflected upon ethical issues related to social media usage by playing, remixing and designing games using the Design Games Framework. This paper illustrates that game-making can enable non-designer students to work with ethical issues. There are good possibilities to explore ethics through designing tabletop games, and having diverse groups of participants can be advantageous. Using a qualitative approach based on observation and interviews, the paper contributes to the body of literature focusing on experiential learning through game-based approaches and to the consolidation of the Design Games Framework.

Serie
Proceedings of the ... Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Nyckelord
Experiential learning, Game-based learning, Privacy, Digitalization
Nationell ämneskategori
Utbildningsvetenskap
Identifikatorer
urn:nbn:se:hh:diva-49824 (URN)2-s2.0-85152140718 (Scopus ID)978-0-9981331-6-4 (ISBN)
Konferens
The 56th Hawaii International Conference on System Sciences, Maui, Hawaii, USA, January 3-6, 2023
Tillgänglig från: 2023-01-12 Skapad: 2023-01-12 Senast uppdaterad: 2023-07-07Bibliografiskt granskad
Hylving, L., Resmini, A., Lindenfalk, B. & Weberg, O. (2022). Game design as a pedagogical tool for learning and reflection: The case of the ethics experience. In: Eva Brooks; Jeanette Sjöberg; Anders Kalsgaard Møller (Ed.), Design, Learning, and Innovation: 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings. Paper presented at EAI DLI 2021 - 6th EAI International Conference on Design, Learning & Innovation, December 2-3, 2021, Aalborg, Denmark (Online) (pp. 86-96). Cham: Springer, 435
Öppna denna publikation i ny flik eller fönster >>Game design as a pedagogical tool for learning and reflection: The case of the ethics experience
2022 (Engelska)Ingår i: Design, Learning, and Innovation: 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings / [ed] Eva Brooks; Jeanette Sjöberg; Anders Kalsgaard Møller, Cham: Springer, 2022, Vol. 435, s. 86-96Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper sets out to present an ongoing pedagogical project where game design is used to let students both learn and reflect upon different perspectives of ethics relevant to the master program they are enrolled in. The paper explains the underlying logic behind the pedagogical process where students develop their own game and at the same time learn about different perspectives of ethics in relation to courses that they are currently taking. With an open and iterative method, we let the students explore, discuss and design a game that can be used by future students. By letting the students decide and lead the development we democratize the learning-process and engage them in a learning experience. More so, this approach to game design as a pedagogical tool to engage and democratize the learning experience is new and increasingly relevant for both students that play games on an everyday basis, but also students that are new to games. Also, it is a constant and dynamic process for both students and teachers. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

Ort, förlag, år, upplaga, sidor
Cham: Springer, 2022
Serie
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, ISSN 1867-8211, E-ISSN 1867-822X ; 435
Nyckelord
game design, complex systems, ethics
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign) Design Systemvetenskap, informationssystem och informatik Pedagogik
Identifikatorer
urn:nbn:se:hh:diva-46565 (URN)10.1007/978-3-031-06675-7_7 (DOI)2-s2.0-85131948872 (Scopus ID)978-3-031-06675-7 (ISBN)9783031066740 (ISBN)
Konferens
EAI DLI 2021 - 6th EAI International Conference on Design, Learning & Innovation, December 2-3, 2021, Aalborg, Denmark (Online)
Tillgänglig från: 2022-04-04 Skapad: 2022-04-04 Senast uppdaterad: 2022-09-02Bibliografiskt granskad
Resmini, A. (2022). Rules! Drama! Space! A design games framework to address complexity. In: Bruno Figueiredo (Ed.), UX Lisbon 2022: . Paper presented at UXLx (User Experience Lisbon) 2022, Lisbon, Portugal, May 24-27, 2022.
Öppna denna publikation i ny flik eller fönster >>Rules! Drama! Space! A design games framework to address complexity
2022 (Engelska)Ingår i: UX Lisbon 2022 / [ed] Bruno Figueiredo, 2022Konferensbidrag, Muntlig presentation med publicerat abstract (Övrigt vetenskapligt)
Nyckelord
experience design, game design, complex systems, information architecture
Nationell ämneskategori
Design
Forskningsämne
Smarta städer och samhällen
Identifikatorer
urn:nbn:se:hh:diva-49889 (URN)
Konferens
UXLx (User Experience Lisbon) 2022, Lisbon, Portugal, May 24-27, 2022
Tillgänglig från: 2023-01-30 Skapad: 2023-01-30 Senast uppdaterad: 2023-02-23Bibliografiskt granskad
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0003-2349-347x

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