用慢游戏解析慢科技研究产品背后的思考与制作

William Odom, Ishac Bertran, Garnet D. Hertz, Henry W. J. Lin, Amy Yo Sue Chen, Matthew Harkness, Ron Wakkary
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引用次数: 18

摘要

受之前关于日常创造力工作的启发,我们采用以设计为导向的方法,寻求超越为明确的交互设计,还包括随着时间的推移,在人、技术和人工制品之间慢慢出现的隐含的、增量的、有时甚至是未知的接触。我们在制作一款名为“慢游戏”的设计作品的实践中,对慢性设计进行了调查。我们提供了一个详细的批判性反思会计我们的过程,使慢游戏成为一个研究产品。在关注我们整个过程中的关键设计动作时,我们揭示了在设计缓慢的技术研究产品时隐藏的挑战,并讨论了如何将我们的发现动员到未来的工作中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Unpacking the Thinking and Making Behind a Slow Technology Research Product with Slow Game
Motivated by prior work on everyday creativity, we adopt a design-oriented approach seeks to move beyond designing for explicit interactions to also include the implicit, incremental and, at times even, unknowing encounters that slowly emerge among people, technologies, and artifacts over time. We contribute an investigation into designing for slowness grounded in the practice of making a design artifact called Slow Game. We offer a detailed critical-reflective accounting of our process of making Slow Game into a research product. In attending to key design moves across our process, we reveal hidden challenges in designing slow technology research products and discuss how our findings can be mobilized in future work.
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