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Playful Research Fiction: A Fictional Conference

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter (peer-reviewed)peer-review

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Playful Research Fiction: A Fictional Conference. / Kirman, Ben; Lindley, Joseph Galen; Blythe, Mark et al.
Funology 2: From Usability to Enjoyment. ed. / Mark Blythe; Andrew Monk. Springer, 2018. p. 157-173 (Human-Computer Interaction Series).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter (peer-reviewed)peer-review

Harvard

Kirman, B, Lindley, JG, Blythe, M, Coulton, P, Lawson, S, Linehan, C, Maxwell, D, O'Hara, D, Sturdee, M & Thomas, V 2018, Playful Research Fiction: A Fictional Conference. in M Blythe & A Monk (eds), Funology 2: From Usability to Enjoyment. Human-Computer Interaction Series, Springer, pp. 157-173. https://doi.org/10.1007/978-3-319-68213-6_10

APA

Kirman, B., Lindley, J. G., Blythe, M., Coulton, P., Lawson, S., Linehan, C., Maxwell, D., O'Hara, D., Sturdee, M., & Thomas, V. (2018). Playful Research Fiction: A Fictional Conference. In M. Blythe, & A. Monk (Eds.), Funology 2: From Usability to Enjoyment (pp. 157-173). (Human-Computer Interaction Series). Springer. https://doi.org/10.1007/978-3-319-68213-6_10

Vancouver

Kirman B, Lindley JG, Blythe M, Coulton P, Lawson S, Linehan C et al. Playful Research Fiction: A Fictional Conference. In Blythe M, Monk A, editors, Funology 2: From Usability to Enjoyment. Springer. 2018. p. 157-173. (Human-Computer Interaction Series). Epub 2018 Jul 19. doi: 10.1007/978-3-319-68213-6_10

Author

Kirman, Ben ; Lindley, Joseph Galen ; Blythe, Mark et al. / Playful Research Fiction : A Fictional Conference. Funology 2: From Usability to Enjoyment. editor / Mark Blythe ; Andrew Monk. Springer, 2018. pp. 157-173 (Human-Computer Interaction Series).

Bibtex

@inbook{1abcd9754eeb4eba98d0e17b82dae6c5,
title = "Playful Research Fiction: A Fictional Conference",
abstract = "Fiction has long been important to Human-Computer Interaction (HCI) research and practice. Through familiar tools such as personas, scenarios and role-play, fictions can support the exploration and communication of complex psychological, social and technical requirements between diverse collections of designers, developers and end-users. More recently, HCI and design research has embraced the development and evaluation of make-believe technologies as a way to speculate and study the possible future effects of technological innovation, since it enables us to unpack and understand the implications of technology that does not yet exist. In this chapter we explore the weird relationship between fiction and technology research through the lens of a fictional conference, a playful project that gathered ideas about fiction in research through fictional research, and explore the fluid relationship between the real and unreal in HCI.",
author = "Ben Kirman and Lindley, {Joseph Galen} and Mark Blythe and Paul Coulton and Sean Lawson and Conor Linehan and Deborah Maxwell and D O'Hara and Miriam Sturdee and Vanessa Thomas",
year = "2018",
month = jul,
doi = "10.1007/978-3-319-68213-6_10",
language = "English",
isbn = "9783319682129",
series = "Human-Computer Interaction Series",
publisher = "Springer",
pages = "157--173",
editor = "Mark Blythe and Andrew Monk",
booktitle = "Funology 2",

}

RIS

TY - CHAP

T1 - Playful Research Fiction

T2 - A Fictional Conference

AU - Kirman, Ben

AU - Lindley, Joseph Galen

AU - Blythe, Mark

AU - Coulton, Paul

AU - Lawson, Sean

AU - Linehan, Conor

AU - Maxwell, Deborah

AU - O'Hara, D

AU - Sturdee, Miriam

AU - Thomas, Vanessa

PY - 2018/7

Y1 - 2018/7

N2 - Fiction has long been important to Human-Computer Interaction (HCI) research and practice. Through familiar tools such as personas, scenarios and role-play, fictions can support the exploration and communication of complex psychological, social and technical requirements between diverse collections of designers, developers and end-users. More recently, HCI and design research has embraced the development and evaluation of make-believe technologies as a way to speculate and study the possible future effects of technological innovation, since it enables us to unpack and understand the implications of technology that does not yet exist. In this chapter we explore the weird relationship between fiction and technology research through the lens of a fictional conference, a playful project that gathered ideas about fiction in research through fictional research, and explore the fluid relationship between the real and unreal in HCI.

AB - Fiction has long been important to Human-Computer Interaction (HCI) research and practice. Through familiar tools such as personas, scenarios and role-play, fictions can support the exploration and communication of complex psychological, social and technical requirements between diverse collections of designers, developers and end-users. More recently, HCI and design research has embraced the development and evaluation of make-believe technologies as a way to speculate and study the possible future effects of technological innovation, since it enables us to unpack and understand the implications of technology that does not yet exist. In this chapter we explore the weird relationship between fiction and technology research through the lens of a fictional conference, a playful project that gathered ideas about fiction in research through fictional research, and explore the fluid relationship between the real and unreal in HCI.

U2 - 10.1007/978-3-319-68213-6_10

DO - 10.1007/978-3-319-68213-6_10

M3 - Chapter (peer-reviewed)

SN - 9783319682129

T3 - Human-Computer Interaction Series

SP - 157

EP - 173

BT - Funology 2

A2 - Blythe, Mark

A2 - Monk, Andrew

PB - Springer

ER -