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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
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TY - GEN
T1 - Using Game Engines to Design Digital Workshops for AI Legibility
AU - Pilling, Franziska
AU - Akmal, Haider Ali
AU - Gradinar, Adrian
AU - Lindley, Joseph
AU - Coulton, Paul
N1 - Conference code: 14
PY - 2021/12/21
Y1 - 2021/12/21
N2 - 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.
AB - 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.
KW - Artificial Intelligence
KW - Legibility
KW - Game engines
KW - digital workshops
KW - Iconography
KW - online workshops
U2 - 10.5151/ead2021-115
DO - 10.5151/ead2021-115
M3 - Conference contribution/Paper
T3 - Blucher Design Proceedings
SP - 394
EP - 403
BT - 14th International Conference of the European Academy of Design
PB - Blucher Publishing House
CY - São Paulo
T2 - 14th International Conference of the European Academy of Design
Y2 - 11 October 2021 through 16 October 2021
ER -