scholarly journals Mobile Gaming for Agonistic Design

Author(s):  
Alexander Holland ◽  
Stanislav Roudavski

This paper demonstrates how mobile games can contribute to participatory design and its aim of achieving positive change through the involvement of stakeholders. This overarching goal is considered via a particular case-study that utilizes a purpose-built smartphone game. The case-study applies this game to the design challenges of urban cycling. Utilisation of the game in a stakeholder workshop suggests that mobile play can aid understanding and help to establish communication amongst diverse participants. For further information and media, see https://osf.io/vy5dq/

2016 ◽  
Author(s):  
Stanislav Roudavski ◽  
Alexander Holland

Facilitating communication and cooperation is a challenge for anyone who seeks to achieve change and reform in architecture and other disciplines. This article discusses a project that seeks to overcome this problem through a participatory design process enhanced by mobile gaming. Deployed on smartphones, the project’s custom-built game - PocketPedal - is designed to accompany conventional participatory methods. The toolkit created through this work can be used in design workshops to facilitate communication across habitual divides and to support imagination and creativity. The current iteration of the project applies its methods to the challenge of reforming urban cycling in Melbourne. More specifically, it investigates one of the city’s characteristic and intractable cycling challenges: St Kilda Road.


2016 ◽  
Author(s):  
Stanislav Roudavski ◽  
Alexander Holland

This paper is based on a hypothesis that games can be used to support design decisions in a variety of complex situations. To explore this proposition, the research described below focuses on two aspects. Firstly, it experiments with the potential of games to be socially provocative. And secondly, it applies the induced provocations in support of collective imagination. This discussion is supported by a practical case study: a working prototype of a smartphone game that simulates urban cycling. The paper discusses utilisation of this game by diverse stakeholders in a workshop that sought to advance decision-making in a particularly vexatious stalemate.


Author(s):  
Marliana Marliana Marliana ◽  
Natalia Natalia Natalia

The purpose of this study is to determine the customers preferences in developing UNIPIN’s mobile application that can help PT. Dua Puluh Empat Jam Online increases their sales of mobile games vouchers. Data collection methods using questionnaires and interviews on 100 gamers of UNIPIN. The research method used in this study is conjoint analysis which was preceded by Cochran Q-test to test the validity of application attributes and conjoint analysis to know the utility value of each attribute that became the main preference of gamers. The attributes tested include the attributes contained in the 7C Framework such as context, content, community, customization, communication, connection, and commerce. The results of this study are application attributes that can be applied by UNIPIN to increase their sale of mobile game vouchers which are context, content, communication, and commerce attributes. The results of this study are attributes that meet the need to develop UNIPIN’s mobile application in order to increase sales in the mobile gaming market are the integrated level of the contex attribute, the product-dominant level of the content attribute, the one-to-one non responding user level of the communication attribute, and high level of commerce.


Author(s):  
Konstantin Aal ◽  
Anne Weibert ◽  
Kai Schubert ◽  
Mary-Ann Sprenger ◽  
Thomas Von Rekowski

The case study presented in this chapter discusses the design and implementation of an online platform, “come_NET,” in the context of intercultural computer clubs in Germany. This tool was built in close cooperation with the children and adult computer club participants. It was designed to foster the sharing of ideas and experiences across distances, support collaboration, and make skills and expertise accessible to others in the local neighborhood contexts. In particular, the participatory-design process involving the children in the computer clubs fostered a profound understanding of the platform structure and functionalities. The study results show how younger children in particular were able to benefit, as the closed nature of the platform enabled them to gather experience as users of social media, but in a safe and controlled environment.


Author(s):  
Faith McCreary ◽  
Ray Reaux ◽  
Roger Ehrich ◽  
Susan Hood ◽  
Keith Rowland

Computers and network connectivity in the classroom raise new challenges in workspace design. Unlike corporate or dedicated laboratory facilities, a technology-rich classroom plays multiple roles throughout its working day. Classroom design demands flexible and robust construction, particularly when applied in an elementary school setting. Using the PCs for Families project as a case study, this paper discusses design issues of a technology-rich networked classroom from ergonomic design to system support.


2021 ◽  
Vol 7 (2) ◽  
pp. 78-85
Author(s):  
Yusuf Ariyanto ◽  
Wira Widjaya Lindarto ◽  
Dyah Kusuma Wardhani

The capacity of the isolation room at the hospital appointed by the Government to treat Covid-19 patients is no longer able to accommodate the positive Covid-19 patients. Positive Covid-19 patients with no symptoms or other signs of worsening physical conditions are advised to do self-quarantine and isolation independently. This self-quarantine/isolation becomes a problem especially in densely populated settlements, especially informal settlements. The case study on this community service activity is an informal settlement located along the Surabaya railroad. Together with the Surabaya ARKOM team as partners, this community service activity conducting field observations with the results that there are still many poor house conditions in this area, the conditions of the houses are tight and not fulfilled the standards of a healthy house, which causes a larger potential spread of Covid-19 virus and makes it impossible to carry out self-isolation in their each homes. The solution offered is to create a communal isolation room module as an emergency isolation room for informal village communities during a pandemic or can be used in other certain emergency conditions with a participatory design method that meets health standards for isolation rooms designed with the easy and fast module applications process. The purpose of this activity is to provide a set of modules for communal quarantine units as prototypes that can be made by the community with a simple system, easily available materials, fast and prioritizing community participation in its assembling.   Abstrak: Kapasitas ruang isolasi di Rumah Sakit yang ditunjuk Pemerintah untuk merawat pasien Covid-19 sudah tak mampu menampung membeludaknya pasien positif Covid-19. Pasien positif Covid-19 yang belum mengalami atau bahkan yang tidak menunjukkan gejala penurunan kondisi fisik, dianjurkan untuk melakukan karantina dan perawatan secara mandiri. Karantina secara mandiri ini menjadi tantangan tersendiri untuk permukiman padat penduduk, terutama permukiman informal. Menjadi studi kasus pada kegiatan pengabdian masyarakat ini adalah permukiman informal yang berada di tepi kereta api. Bersama tim ARKOM Surabaya sebagai mitra melakukan observasi lapangan dengan hasil menunjukkan bahwa kondisi rumah yang memprihatinkan masih banyak terdapat di area ini, kondisi rumah berdempetan dan tidak sesuai standar rumah sehat inilah yang menyebabkan potensi besar penularan Covid-19 dan tidak memungkinkan untuk melakukan isolasi mandiri di rumah masing-masing. Solusi yang ditawarkan adalah membuat modul ruang karantina komunal sebagai ruang karantina darurat bagi masyarakat kampung informal pada masa pandemi atau kondisi darurat tertentu dengan metode desain partisipatif yang memenuhi standar kesehatan untuk sebuah ruang karantina yang didesain dengan proses aplikasi modul yang mudah, murah dan cepat. Tujuan dari kegiatan ini adalah memberikan modul unit karantina komunal sebagai prototype yang dapat dibuat sendiri oleh masing-masing kampung padat penduduk dengan sistem yang sederhana (portable), material mudah didapat, cepat dan mengedepankan usaha partisipatif masyarakat dalam pembuatannya.


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