When is role playing really experiential? Case studies.

S. Boess, D. Saakes, C.C.M. Hummels

    Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

    25 Citations (Scopus)
    1 Downloads (Pure)

    Abstract

    This paper presents and evaluates examples from our work with role playing exercises in design, both in design education and in our own design work. Rationales for role playing in design are: communication within the design process, the increase of technological complexity, the experience and empathy of designers, and the tangibility of interaction, and attentiveness to social change. They led us in developing role playing techniques for design ideation. Here, we reflect on the practical problems of integrating role playing exercises in design teaching and in a design process, and evaluate what hinders or aids the ability to engage with interaction experientially and empathically. Careful consideration of the actor-audience relationship, the setting, sufficient preparation for acting, and props emerge as important elements.
    Original languageEnglish
    Title of host publicationProceedings of the 1st International Conference on Tangible and Embedded Interaction
    Editorsxx B. Ullmer, xx A. Schmidt, xx E. Hornecker, xx C. Hummels, xx R. Jacob, xx E. van der Hoven
    Place of PublicationNew York, NY, USA
    PublisherAssociation for Computing Machinery, Inc
    Pages279-282
    ISBN (Print)978-1-59593-619-6
    Publication statusPublished - 2007
    Event1st International Conference on Tangible and Embedded Interaction (TEI 2007) - Baton Rouge, United States
    Duration: 15 Feb 200717 Feb 2007
    Conference number: 1
    http://www.tei-conf.org/07/

    Conference

    Conference1st International Conference on Tangible and Embedded Interaction (TEI 2007)
    Abbreviated titleTEI '07
    Country/TerritoryUnited States
    CityBaton Rouge
    Period15/02/0717/02/07
    Other
    Internet address

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