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Using Game Engines to Design Digital Workshops for AI Legibility

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Published
Publication date21/12/2021
Host publication14th International Conference of the European Academy of Design: Safe Harbours for Design Research
Place of PublicationSão Paulo
PublisherBlucher Publishing House
Pages394-403
Number of pages10
ISBN (electronic)9786555060683
<mark>Original language</mark>English
Event14th International Conference of the European Academy of Design: Safe Harbours for Design Research - Online
Duration: 11/10/202116/10/2021
Conference number: 14
https://eadresearch.org

Conference

Conference14th International Conference of the European Academy of Design
Abbreviated titleEAD2021
Period11/10/2116/10/21
Internet address

Publication series

NameBlucher Design Proceedings
PublisherBlucher
Number5
Volume9
ISSN (electronic)2318-6968

Conference

Conference14th International Conference of the European Academy of Design
Abbreviated titleEAD2021
Period11/10/2116/10/21
Internet address

Abstract

Like many researchers responding to the pandemic, we have had to adapt design practices traditionally done face-to-face to online experiences. While online services provide adequate support for communication and sharing, they do not readily support the physical tools designed for workshop activities. This paper presents our experience of turning a face-to-face workshop into a digital experience that sustained the primary research goals relating to AI legibility and took advantage of the online world, rather than merely adapting to it, by utilising the game engine Godot. This paper explores the theoretical scaffolding that led to the creation of the workshops, which explore AI legibility through iconography and the transition of the workshop experience from face-to-face to online. The workshop’s conception followed the original approach of Research through Design and allowed participants to fully engage with our research during the pandemic.