The Kerdroya Postmortem: Navigating the Labyrinth of Co-creative Design and Collective Vision

J. Howard, Brian Mcdonald, T. Philips, T. Krzywinska, John A. Speakman, Douglas Brown, A. Mitchell, Alcwyn Parker
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Abstract

In this paper, the authors explore the development process for Tregeagle's Kerdroya, an augmented reality app designed to immerse players in the exploration of a real physical labyrinth on Bodmin Moor. The authors discuss the lineage of this game in previous projects from Falmouth University and WAVE, contextualizing Kerdroya within a larger set of themes involving co-creation and educational game design. The authors further unpack Kerdroya's complex design and development process, situating it within the context of debates surrounding collaborative authorship, co-design, and co-creativity. The authors then explore the specific design and development process of Kerdroya with emphasis on the strengths and weaknesses associated with collaboratively developing an experimental app whose aesthetic sensibilities run counter to many of the assumptions of commercial apps regarding usability and polish. The authors conclude that the financial and time constraints of the process allowed them to make a virtue of necessity, finding opportunities for avant-garde creativity amid scarce resources and limited time.
《Kerdroya事后剖析:探索共同创意设计和集体愿景的迷宫
在本文中,作者探讨了Tregeagle的Kerdroya的开发过程,这是一款增强现实应用,旨在让玩家沉浸在博德明荒原的真实物理迷宫探索中。作者讨论了这款游戏在法尔茅斯大学和WAVE之前的项目中的传承,将Kerdroya置于一个更大的主题中,包括共同创造和教育游戏设计。作者进一步揭示了Kerdroya复杂的设计和开发过程,将其置于围绕协作作者,共同设计和共同创造的辩论背景中。作者随后探讨了Kerdroya的具体设计和开发过程,并强调了合作开发一款实验性应用的优势和劣势,这款应用的美学感受与许多商业应用在可用性和润色方面的假设背道而驰。作者的结论是,这个过程的资金和时间限制使他们能够在稀缺的资源和有限的时间内找到前卫创造力的机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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