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Technology, Movement, and Play Is Hampering and Boosting Interactive Play

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Published:06 October 2023Publication History

ABSTRACT

In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design.

References

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    • Published in

      cover image ACM Conferences
      CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play
      October 2023
      370 pages
      ISBN:9798400700293
      DOI:10.1145/3573382

      Copyright © 2023 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Publication History

      • Published: 6 October 2023

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