{"title":"MAPS FOR DESIGN REFLECTION","authors":"P. Dalsgaard, Kim Halskov, Rune Nielsen","doi":"10.1080/17493460802526412","DOIUrl":"https://doi.org/10.1080/17493460802526412","url":null,"abstract":"Abstract In this paper the authors introduce, apply, and discuss a set of design artefacts called maps, intended to support design researchers in capturing, analysing, and reflecting upon design processes. The maps focus on reflection with regard to the role of sources of inspiration and design materials in the emergence and transformation of design ideas. The paper revolves around a specific case, the design of media facades – i.e. displays that are an integrated part of a building's facade – as part of the development of material for a bid in an architectural competition for a new modern art museum in Warsaw, Poland. They discuss their findings from using the maps for design reflection in this case, with a particular focus on the importance of employing artefacts to support design reflection.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123120314","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Keeping Homo Sapiens 1.0","authors":"Anne Foerst","doi":"10.1080/17493460802480446","DOIUrl":"https://doi.org/10.1080/17493460802480446","url":null,"abstract":"From a theological perspective, the human animal is estranged. The feat of self-awareness leads also to the rejection of other human beings as non-persons. In this article, I will first outline a theological concept of sin that is coherent with modern scientific findings. I will then discuss human bonding mechanisms and their evolutionary evolved limits. Finally I will argue that we ought not to improve homo sapiens but should still attempt to build an intelligence partner species (e.g. humanoid robots) that can teach us to be more tolerant and inclusive.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121851318","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"NEW METHODS FOR THE DESIGN OF PRODUCTS THAT SUPPORT SOCIAL ROLE TRANSITIONS","authors":"J. Zimmerman, Kursat F. Ozenc, Bongkeum Jeong","doi":"10.1080/17493460802527113","DOIUrl":"https://doi.org/10.1080/17493460802527113","url":null,"abstract":"Abstract As designers transition from traditional HCI practice to experience design, they need new methods that connect experience theories to design practice. Research on product attachment – detailing why people love their stuff – indicates that attachment develops as people use products to discover who they are and desire to be. This finding hints at a design opportunity for products that support social role transition, when people must invent themselves in a new role. In advancing experience design, the authors chose to connect the theory on product attachment to design practice by developing two new design methods. They began a pilot project to design applications that could support first-year college students as they shed their high school identities to become college students. This paper documents the development of these methods, detailing the authors’ application of these in a pilot study. In addition, it shares the authors’ reflections on the effectiveness of these methods and on the larger issu...","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129572734","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing Human 2.0 (Transhuman) – Regenerative Existence","authors":"Natasha Vita-More","doi":"10.1080/17493460802028542","DOIUrl":"https://doi.org/10.1080/17493460802028542","url":null,"abstract":"This paper explores regenerative existence for Human 2.0 – the transhuman. In building this focus, the author addresses the use of emerging technologies as propitious in designing the amended, extended, and suspended human body. Here, a first focus covers emerging biotechnologies for regenerative existence, which play a large role in extreme life extension. A second focus covers the digital technologies for enhancing realities, which will play a vital role in our adapting to immersive environments. In bringing these methods together, this paper concludes that the concept of designing a future human body is not only plausible, but will be in high demand around the year 2025.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129076178","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"WHOLE-BODY APOPTOSIS","authors":"D. Dennett","doi":"10.1080/17493460802012447","DOIUrl":"https://doi.org/10.1080/17493460802012447","url":null,"abstract":"In order to minimize the prolonged debility of old age, we should be designed to die abruptly and painlessly at some randomly determined time between 85 and 90 years old. This might help us trade the goal of living for as long as possible with the goal of living as well as possible.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133842573","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"THE TYRANNY OF EMBODIMENT","authors":"N. Yee, J. Ellis, Nicolas Ducheneaut","doi":"10.1080/17493460903020398","DOIUrl":"https://doi.org/10.1080/17493460903020398","url":null,"abstract":"Contemporary virtual worlds tend to insist on employing the metaphor of embodiment and replicating physical reality. We are represented by graphical avatars that in turn sit in virtual chairs around virtual tables. On the other hand, in what ways might this insistence on replicating physical reality constrain the kinds of work that might take place in virtual worlds? In this article, we outline a set of common expectations that derive from this insistence on embodiment and present examples of how these expectations might be broken in productive ways.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124681159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sean W. Hansen, N. Berente, Jacqueline Pike, Patrick J. Bateman
{"title":"Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments","authors":"Sean W. Hansen, N. Berente, Jacqueline Pike, Patrick J. Bateman","doi":"10.1080/17493460903020216","DOIUrl":"https://doi.org/10.1080/17493460903020216","url":null,"abstract":"Abstract In exploring the productive potential of virtual worlds, one relevant line of inquiry is the degree to which immersive online environments can support the objectives of real-world enterprises. Despite the favorable treatment of virtual worlds in the popular and business press, organizations remain cautious in their acceptance and adoption of virtual environments. Since there is a dearth of academic literature on this facet of the virtual world phenomenon, this research aims to provide an assessment of executive perspectives on the potential impact of virtual worlds on businesses and the challenges that may be encountered in organizational application of such environments. To capture business-oriented perceptions of virtual worlds we analyzed, the reports of twenty-five business executives who recently spent considerable time training in and exploring Second Life, a popular online virtual environment. We identify and discuss seven tensions reflected in their assessment of the organizational role o...","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129869704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ENCHANTED ARTIFACTS: SOCIAL PRODUCTIVITY AND IDENTITY IN VIRTUAL MATERIAL ECOLOGIES","authors":"Shaowen Bardzell","doi":"10.1080/17493460903020141","DOIUrl":"https://doi.org/10.1080/17493460903020141","url":null,"abstract":"Virtual worlds such as Second Life and World of Warcraft offer some of the most immersive, interactive possibilities for learning, simulation, and digital design in use today. While it is clear that they support complex collaborations and productivity, often in highly engaging ways, less well understood are the mechanisms that create conditions favorable to these outcomes. Theories of material ecology offer one approach to improving our understanding of the ways that virtual worlds support these forms of collaboration and productivity. This paper presents two case studies, which consider two particular Second Life ecologies: its public sandboxes (used for developing content with its authoring tools) and the most private spaces of a private role-playing community. This paper offers an application of and a contribution to material ecology theory. The application is to use material ecology theory to understand non- casual productivity and advanced social behavior specifically in Second Life . The theoretical contribution is twofold: to clarify the relationship between a given material ecology and its type or kind; and to propose that technologists extend material ecology theory by incorporating material culture theory.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"232 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127710371","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Chinese Game Room: Play, Productivity, and Computing at Their Limits","authors":"Julian Dibbell","doi":"10.1080/17493460903020224","DOIUrl":"https://doi.org/10.1080/17493460903020224","url":null,"abstract":"An essay exploring the border between work and play based on the author's experiences visiting Chinese 'gold farms:' large factories with young gamers harvesting gold, i.e., virtual money and loot, from massively multiplayer online games (MMOGs).","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115119790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}