Home > Research > Publications & Outputs > Research Through Board Game Design

Electronic data

  • RTD 2019 RTBGD

    Accepted author manuscript, 9.72 MB, PDF document

    Available under license: CC BY-ND: Creative Commons Attribution-NoDerivatives 4.0 International License

Links

Text available via DOI:

View graph of relations

Research Through Board Game Design

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

Published

Standard

Research Through Board Game Design. / Akmal, Haider; Coulton, Paul.
Proceedings of RTD 2019. 2019.

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

Harvard

Akmal, H & Coulton, P 2019, Research Through Board Game Design. in Proceedings of RTD 2019. Research through Design 2019 , Delft, Netherlands, 19/03/19. https://doi.org/10.6084/m9.figshare.7855808.v1

APA

Vancouver

Akmal H, Coulton P. Research Through Board Game Design. In Proceedings of RTD 2019. 2019 Epub 2019 Mar 20. doi: 10.6084/m9.figshare.7855808.v1

Author

Bibtex

@inproceedings{280c4c8e116e460a94b7b3036b6f5fc9,
title = "Research Through Board Game Design",
abstract = "This research presents the design of a board game that explores issues related to privacy, ethics, trust, risk, acceptability, and security within the Internet of Things (IoT). In particular, it aims to assist players in developing mental models of the increasing hybrid digital/physical spaces they inhabit in which notions of public and private are increasingly blurred. The game is based on an Heterotopical Model for Inter-Spatial Interaction, inspired by Michel Foucault{\textquoteright}s essay “Of Other Spaces”, which can act as a lens for designing IoT products and services. In the game players: explore the spatial division between physical and virtual; and are rather exposed to its procedural rhetoric which highlights how notions of public and private are in constant flux and must be constantly renegotiated as they add or make connections with any new IoT devices they encounter. As the meaning of any game only emerges through play, it was developed through iterative play-testing in which player experience was evaluated against the intended rhetoric. This led to a number of fundamental re-designs and proved useful for evaluating the model itself. This discussion highlights that while game design research somewhat sits apart from more general design research it aligns closely with research through design.",
keywords = "Game Design, Internet of things, board game, Philosophy, heterotopia, research through design",
author = "Haider Akmal and Paul Coulton",
year = "2019",
month = apr,
day = "11",
doi = "10.6084/m9.figshare.7855808.v1",
language = "English",
booktitle = "Proceedings of RTD 2019",
note = "Research through Design 2019 : Method and Critique, RTD2019 ; Conference date: 19-03-2019 Through 22-03-2019",
url = "https://www.researchthroughdesign.org/2019/index.html",

}

RIS

TY - GEN

T1 - Research Through Board Game Design

AU - Akmal, Haider

AU - Coulton, Paul

PY - 2019/4/11

Y1 - 2019/4/11

N2 - This research presents the design of a board game that explores issues related to privacy, ethics, trust, risk, acceptability, and security within the Internet of Things (IoT). In particular, it aims to assist players in developing mental models of the increasing hybrid digital/physical spaces they inhabit in which notions of public and private are increasingly blurred. The game is based on an Heterotopical Model for Inter-Spatial Interaction, inspired by Michel Foucault’s essay “Of Other Spaces”, which can act as a lens for designing IoT products and services. In the game players: explore the spatial division between physical and virtual; and are rather exposed to its procedural rhetoric which highlights how notions of public and private are in constant flux and must be constantly renegotiated as they add or make connections with any new IoT devices they encounter. As the meaning of any game only emerges through play, it was developed through iterative play-testing in which player experience was evaluated against the intended rhetoric. This led to a number of fundamental re-designs and proved useful for evaluating the model itself. This discussion highlights that while game design research somewhat sits apart from more general design research it aligns closely with research through design.

AB - This research presents the design of a board game that explores issues related to privacy, ethics, trust, risk, acceptability, and security within the Internet of Things (IoT). In particular, it aims to assist players in developing mental models of the increasing hybrid digital/physical spaces they inhabit in which notions of public and private are increasingly blurred. The game is based on an Heterotopical Model for Inter-Spatial Interaction, inspired by Michel Foucault’s essay “Of Other Spaces”, which can act as a lens for designing IoT products and services. In the game players: explore the spatial division between physical and virtual; and are rather exposed to its procedural rhetoric which highlights how notions of public and private are in constant flux and must be constantly renegotiated as they add or make connections with any new IoT devices they encounter. As the meaning of any game only emerges through play, it was developed through iterative play-testing in which player experience was evaluated against the intended rhetoric. This led to a number of fundamental re-designs and proved useful for evaluating the model itself. This discussion highlights that while game design research somewhat sits apart from more general design research it aligns closely with research through design.

KW - Game Design

KW - Internet of things

KW - board game

KW - Philosophy

KW - heterotopia

KW - research through design

U2 - 10.6084/m9.figshare.7855808.v1

DO - 10.6084/m9.figshare.7855808.v1

M3 - Conference contribution/Paper

BT - Proceedings of RTD 2019

T2 - Research through Design 2019

Y2 - 19 March 2019 through 22 March 2019

ER -