Final published version, 1.76 MB, image/png
Available under license: CC BY: Creative Commons Attribution 4.0 International License
Final published version
Licence: CC BY: Creative Commons Attribution 4.0 International License
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Fostering IoT Repair Through Care
T2 - ACM Designing Interactive Systems 2024
AU - Owen, Violet
AU - Stead, Michael
AU - Coulton, Paul
PY - 2024/7/1
Y1 - 2024/7/1
N2 - Electronic waste (e-waste) has become the fastest growing waste stream in the world. So called ‘smart’ Internet of Things (IoT) devices, now ubiquitous in our homes, are increasingly contributing to this waste stream, due to their lack of repairability and consumer cycles driven by planned obsolescence. However, other electronic household products, such as gaming devices, are often used and cared for by their owners for far longer than other IoT devices, whose protean lifecycles are driven by fast moving, profit-focussed consumer markets. This paper argues that by developing a deeper understanding of the relationship between gamers and their devices, and the communities they inhabit, design practitioners and researchers can learn to engender the design of IoT products that foster emotional durability and care, and support the development of more sustainable repair practices, to tangibly improve the lifespans of next generation IoT products.
AB - Electronic waste (e-waste) has become the fastest growing waste stream in the world. So called ‘smart’ Internet of Things (IoT) devices, now ubiquitous in our homes, are increasingly contributing to this waste stream, due to their lack of repairability and consumer cycles driven by planned obsolescence. However, other electronic household products, such as gaming devices, are often used and cared for by their owners for far longer than other IoT devices, whose protean lifecycles are driven by fast moving, profit-focussed consumer markets. This paper argues that by developing a deeper understanding of the relationship between gamers and their devices, and the communities they inhabit, design practitioners and researchers can learn to engender the design of IoT products that foster emotional durability and care, and support the development of more sustainable repair practices, to tangibly improve the lifespans of next generation IoT products.
KW - Gaming Communities
KW - Repair
KW - Emotionally Durable Design
KW - Internet of Things
U2 - 10.1145/3656156.3663702
DO - 10.1145/3656156.3663702
M3 - Conference contribution/Paper
SP - 102
EP - 105
BT - DIS '24 Companion: Companion Publication of the 2024 ACM Designing Interactive Systems Conference
A2 - Vallgårda, Anna
A2 - Jönsson, Li
A2 - Fritsch, Jonas
A2 - Fdili Alaoui, Sarah
A2 - Le Dantec, Christopher A.
PB - ACM
CY - New York
Y2 - 1 July 2024 through 5 July 2024
ER -