Trigger shift: participatory design of an augmented theatrical performance with young people

T. Schofield, John Vines, T. Higham, E. Carter, Memo Atken, Amy Golding
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引用次数: 13

Abstract

Trigger Shift was a project that involved collaborating with a group of young people to explore the ways commercially available technologies could be appropriated into performance art. The project led to the production of an augmented theatrical performance using the Microsoft Kinect sensor that was presented to live audiences six times over two days. In this paper we describe the bottom-up, 11-month long participatory design process conducted with our young participants. We describe the manner in which the project was introduced to our participants and the techniques used to help them actively make decisions about the design of and role of technology in the final performance. We candidly report on the problems encountered during the design process and how the project team had to be reflexive to the needs of participants and the single predefined end-goal of the project. A number of strengths and weaknesses of bottom-up participatory design with young people are highlighted, and we reflect upon these to provide guidance for future researchers undertaking work in this domain.
触发转换:与年轻人一起的增强戏剧表演的参与式设计
Trigger Shift是一个与一群年轻人合作的项目,旨在探索将商业上可用的技术用于行为艺术的方式。该项目使用微软Kinect传感器制作了一场增强戏剧表演,并在两天内向现场观众展示了六次。在这篇论文中,我们描述了自下而上的、为期11个月的参与式设计过程。我们描述了向参与者介绍项目的方式,以及用于帮助他们积极地做出关于技术在最终表现中的设计和作用的决策的技术。我们坦率地报告在设计过程中遇到的问题,以及项目团队如何必须对参与者的需求和项目的单一预定义最终目标做出反应。强调了年轻人自下而上的参与式设计的一些优点和缺点,并对这些问题进行了反思,为未来从事这一领域工作的研究人员提供指导。
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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