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Designing a technological playground: A field study of the emergence of play in household messaging

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Designing a technological playground: A field study of the emergence of play in household messaging. / Lindley, S.E.; Harper, R.; Sellen, A.
CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 2010. p. 2351-2360.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Lindley, SE, Harper, R & Sellen, A 2010, Designing a technological playground: A field study of the emergence of play in household messaging. in CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, New York, pp. 2351-2360. https://doi.org/10.1145/1753326.1753681

APA

Lindley, S. E., Harper, R., & Sellen, A. (2010). Designing a technological playground: A field study of the emergence of play in household messaging. In CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2351-2360). ACM. https://doi.org/10.1145/1753326.1753681

Vancouver

Lindley SE, Harper R, Sellen A. Designing a technological playground: A field study of the emergence of play in household messaging. In CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York: ACM. 2010. p. 2351-2360 doi: 10.1145/1753326.1753681

Author

Lindley, S.E. ; Harper, R. ; Sellen, A. / Designing a technological playground : A field study of the emergence of play in household messaging. CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York : ACM, 2010. pp. 2351-2360

Bibtex

@inproceedings{098e3bc158004eaeaa0f860f8bde4d57,
title = "Designing a technological playground: A field study of the emergence of play in household messaging",
abstract = "We present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of playfulness that emerged during the study, both through the sending of Wayve messages and through the local display of photos and notes. The findings are explored in the context of the literature on play, with the aim of identifying aspects of Wayve's design, as well as the context in which it was used, that engendered playfulness. We also highlight the role of play in social relationships, before concluding with design implications. {\textcopyright} 2010 ACM.",
keywords = "communication, family, friendship, games, messaging, photography, play, scribble, situated display, Design implications, Field studies, Messaging devices, Situated displays, Social Networks, Social relationships, Human engineering, Photography, Message passing",
author = "S.E. Lindley and R. Harper and A. Sellen",
year = "2010",
doi = "10.1145/1753326.1753681",
language = "English",
isbn = "9781605589299",
pages = "2351--2360",
booktitle = "CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems",
publisher = "ACM",

}

RIS

TY - GEN

T1 - Designing a technological playground

T2 - A field study of the emergence of play in household messaging

AU - Lindley, S.E.

AU - Harper, R.

AU - Sellen, A.

PY - 2010

Y1 - 2010

N2 - We present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of playfulness that emerged during the study, both through the sending of Wayve messages and through the local display of photos and notes. The findings are explored in the context of the literature on play, with the aim of identifying aspects of Wayve's design, as well as the context in which it was used, that engendered playfulness. We also highlight the role of play in social relationships, before concluding with design implications. © 2010 ACM.

AB - We present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of playfulness that emerged during the study, both through the sending of Wayve messages and through the local display of photos and notes. The findings are explored in the context of the literature on play, with the aim of identifying aspects of Wayve's design, as well as the context in which it was used, that engendered playfulness. We also highlight the role of play in social relationships, before concluding with design implications. © 2010 ACM.

KW - communication

KW - family

KW - friendship

KW - games

KW - messaging

KW - photography

KW - play

KW - scribble

KW - situated display

KW - Design implications

KW - Field studies

KW - Messaging devices

KW - Situated displays

KW - Social Networks

KW - Social relationships

KW - Human engineering

KW - Photography

KW - Message passing

U2 - 10.1145/1753326.1753681

DO - 10.1145/1753326.1753681

M3 - Conference contribution/Paper

SN - 9781605589299

SP - 2351

EP - 2360

BT - CHI '10 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems

PB - ACM

CY - New York

ER -