Designing for Digital Playing Out
Publication details
Year: | 2019 |
DOI: | 10.1145/3290605.3300909 |
Issued: | 2019 |
Language: | English |
Editors: | |
Authors: | Wood G.; Dylan T.; Durrant A.; Torres P.; Ulrich P.; Carr A.; Cukurova M.; Downey D.; McGrath P.; Balaam M.; Ferguson A.; Vines J.; Lawson S. |
Type: | Conference proceeding |
Journal: | Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems |
Publisher: | ACM |
Topics: | Learning; Literacy and skills; Digital and socio-cultural environment; Researching children online: methodology and ethics |
Sample: | 27 children aged 7 to 15 years who attended workshops at the Cedarwood Trust (TCT) (a community development charity centre in a low economic area in the UK). |
Implications For Educators About: | School innovation |
Implications For Policy Makers About: | Stepping up awareness and empowerment |
Implications For Stakeholders About: | Industry |
Abstract
We report on a design-led study in the UK that aimed to
understand barriers to children (aged 5 to 14 years) ‘playing
out’ in their neighbourhood and explore the potential of the
Internet of Things (IoT) for supporting children’s free play
that extends outdoors. The study forms a design
ethnography, combining observational fieldwork with
design prototyping and co-creative activities across four
linked workshops, where we used BBC micro:bit devices to
co-create new IoT designs with the participating children.
Our collective account contributes new insights about the
physical and interactive features of micro:bits that shaped
play, gameplay, and social interaction in the workshops,
illuminating an emerging design space for supporting
‘digital playing out’ that is grounded in empirical instances.
We highlight opportunities for designing for digital playing
out in ways that promote social negotiation, supports
varying participation, allows for integrating cultural
influences, and accounts for the weaving together of
placemaking and play.
Outcome
"In this paper, we reported on a design ethnography that explored how children play out and the opportunities for IoT technologies to extend pervasive play to outdoors. Through co-creative activities and the use of digital resources, we highlighted how play was enmeshed with processes of placemaking, with the development of confidence and leadership skills, and how it promoted multiple modes of participation and potential for developing resilience. Our findings suggest ways forward for designing future IoT artefacts and systems that promote new forms of pervasive, open-ended and creative play outdoors. We encourage the further design exploration of IoT resources for supporting children in co-creatively defining their outdoor play in local places that have significance to them." (Wood et al., 2019: 13).