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The fluidity of the ‘magic circle’: using playful interventions in the design process

Research output: Contribution to conference - Without ISBN/ISSN Conference paper

Published

Standard

The fluidity of the ‘magic circle’ : using playful interventions in the design process. / Wood, Richard Tempest; Coulton, Paul; Cruickshank, Leon.

2011. Paper presented at 5th DiGRA : Think Design Play, Utrecht, Netherlands.

Research output: Contribution to conference - Without ISBN/ISSN Conference paper

Harvard

Wood, RT, Coulton, P & Cruickshank, L 2011, 'The fluidity of the ‘magic circle’: using playful interventions in the design process', Paper presented at 5th DiGRA : Think Design Play, Utrecht, Netherlands, 14/09/11 - 17/09/11.

APA

Wood, R. T., Coulton, P., & Cruickshank, L. (2011). The fluidity of the ‘magic circle’: using playful interventions in the design process. Paper presented at 5th DiGRA : Think Design Play, Utrecht, Netherlands.

Vancouver

Wood RT, Coulton P, Cruickshank L. The fluidity of the ‘magic circle’: using playful interventions in the design process. 2011. Paper presented at 5th DiGRA : Think Design Play, Utrecht, Netherlands.

Author

Wood, Richard Tempest ; Coulton, Paul ; Cruickshank, Leon. / The fluidity of the ‘magic circle’ : using playful interventions in the design process. Paper presented at 5th DiGRA : Think Design Play, Utrecht, Netherlands.4 p.

Bibtex

@conference{60cac8b61e904d3cb297b56bb68b7e26,
title = "The fluidity of the {\textquoteleft}magic circle{\textquoteright}: using playful interventions in the design process",
abstract = "The use of games as part of the design process has been extensively explored in much of the current design research literature (Brandt, 2004, 2006, 2008)(Habraken and Gross, 1988)(Johansson and Linde, 2005). However, to date, the research focuses primarily on three key aspects, collaboration, theory and method of games with intended outcomes. Academic research for games and more generally play within a creative and collaborative context is wide and varied. This is evident from management theory (Schrage, 2000)(Roos, 2006), through computing (Prensky, 2000) and into design (Brandt, 2004)(Johansson, 2005)(Lockton, 2008). Nonetheless, research into other potential contexts within which play can be applied is limited. This paper examines the effects of using playful interventions within the design and creative processes by using the exploration of the boundaries of the {\textquoteleft}magic circle{\textquoteright} within a game-like activity as a means to assert new and creative outcomes. Through the use of previous design-games1 research, the refocusing of the play elements within the process as well as borrowing heavily from the games design research this paper aims to establish and manipulate context within the design field through the use of play.",
author = "Wood, {Richard Tempest} and Paul Coulton and Leon Cruickshank",
year = "2011",
month = sep,
language = "English",
note = "5th DiGRA : Think Design Play ; Conference date: 14-09-2011 Through 17-09-2011",

}

RIS

TY - CONF

T1 - The fluidity of the ‘magic circle’

T2 - 5th DiGRA : Think Design Play

AU - Wood, Richard Tempest

AU - Coulton, Paul

AU - Cruickshank, Leon

PY - 2011/9

Y1 - 2011/9

N2 - The use of games as part of the design process has been extensively explored in much of the current design research literature (Brandt, 2004, 2006, 2008)(Habraken and Gross, 1988)(Johansson and Linde, 2005). However, to date, the research focuses primarily on three key aspects, collaboration, theory and method of games with intended outcomes. Academic research for games and more generally play within a creative and collaborative context is wide and varied. This is evident from management theory (Schrage, 2000)(Roos, 2006), through computing (Prensky, 2000) and into design (Brandt, 2004)(Johansson, 2005)(Lockton, 2008). Nonetheless, research into other potential contexts within which play can be applied is limited. This paper examines the effects of using playful interventions within the design and creative processes by using the exploration of the boundaries of the ‘magic circle’ within a game-like activity as a means to assert new and creative outcomes. Through the use of previous design-games1 research, the refocusing of the play elements within the process as well as borrowing heavily from the games design research this paper aims to establish and manipulate context within the design field through the use of play.

AB - The use of games as part of the design process has been extensively explored in much of the current design research literature (Brandt, 2004, 2006, 2008)(Habraken and Gross, 1988)(Johansson and Linde, 2005). However, to date, the research focuses primarily on three key aspects, collaboration, theory and method of games with intended outcomes. Academic research for games and more generally play within a creative and collaborative context is wide and varied. This is evident from management theory (Schrage, 2000)(Roos, 2006), through computing (Prensky, 2000) and into design (Brandt, 2004)(Johansson, 2005)(Lockton, 2008). Nonetheless, research into other potential contexts within which play can be applied is limited. This paper examines the effects of using playful interventions within the design and creative processes by using the exploration of the boundaries of the ‘magic circle’ within a game-like activity as a means to assert new and creative outcomes. Through the use of previous design-games1 research, the refocusing of the play elements within the process as well as borrowing heavily from the games design research this paper aims to establish and manipulate context within the design field through the use of play.

M3 - Conference paper

Y2 - 14 September 2011 through 17 September 2011

ER -