Chapter 5. Making the Plan

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CHAPTER 5

Making The Plan Context Mapping/IID3014, 2019 Fall Class hours : Thursday 2:00 – 5:50 pm Lecture Room : International Campus Veritas Hall B 204/309 17th October 2019


Procedure of contextmapping (Sleeswijk Visser et al, 2005)

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Papers • Week 07 Reading −

Isbister K. (2010) Enabling Social Play: A Framework for Design and Evaluation. In: Bernhaupt R. (eds) Evaluating User Experience in Games. Human-Computer Interaction Series. Springer, London http://link.springer.com.ssl.access.yonsei.ac.kr:8080/chapter/10.1007/978-1-84882-963-3_2

T. S. Perry, "Virtual reality goes social," in IEEE Spectrum, vol. 53, no. 1, pp. 56-57, January 2016. http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7367470&isnumber=7367433

Joshua McVeigh-Schultz, Elena Márquez Segura, Nick Merrill, and Katherine Isbister. 2018. What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology. In Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems (DIS '18 Companion). ACM, New York, NY, USA, 289-294. DOI: http://doi.org.ssl.access.yonsei.ac.kr:8080/10.1145/3197391.3205451

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Enabling Social Play: A Framework for Design and Evaluation Isbister K. (2010) In: Bernhaupt R. (eds) Evaluating User Experience in Games. Human-Computer Interaction Series. Springer, London

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Introduction • Evaluation and design for successful social play in digital games • Research Subjects − identifying play subgroups and how they differ, − interpersonal dynamics that can and should be leveraged and looked for in multiplayer play, − hardware factors in supporting social play, − and issues of external validity in evaluation of social play. Lecture #7

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Research Background • Reasons of the research topic, “Social Play” − Games, even single-player games, are often played in social contexts. − Adding people to the play session creates a fundamentally different end experience.

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A Framework for Understanding Social Play • Contextual Factors • Motivational Factors • Conceptual and Theoretical Grounding − Social Learning − Emotional Contagion − Physical Feedback Loop

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Evaluation Tactics

Fig. 2.1 Video recording with multiple cameras and screen capture allows for rich analysis of play

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Virtual reality goes social T. S. Perry, in IEEE Spectrum, vol. 53, no. 1, pp. 56-57, January 2016.

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Social VR • Jeremy Bailenson (2011, Virtual Human Interaction Lab) − “Current social networking and other online sites are just precursors of what we’ll see when social networking encompasses immersive virtualreality technology. When people interact with others for substantial periods of time, much as they do now on Facebook but with fully tracked and rendered avatars, entirely new forms of social interaction will emerge.”

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Social VR Factors • Co-Presence • Telepresence • Virtual Identities • Business Cases − Second Life − Sansar − High Fidelity Lecture #7

Sony’s PlayStation VR headgear [top] and High Fidelity’s tools for builders of virtual worlds [bottom] will both launch in 2016.

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What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology Joshua McVeigh-Schultz, Elena Mรกrquez Segura, Nick Merrill, and Katherine Isbister. (2018) In Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems (DIS '18 Companion). ACM, New York, NY, USA, 289-294.

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Mapping the Social VR Design Ecology • Research Scope − This study maps a slice of this ecology, comparing and contrasting ways different applications frame, support, shape, or constrain social interaction. − Five platforms: Facebook Spaces, Rec Room, High Fidelity, VRChat, and AltspaceVR.

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AltspaceVR supports an eclectic combination of experiences including chatting with others, playing games, and attending live events. It is a platform where identity-play is prevalent, but it has also struggled with issues of harassment.

VRChat has become known for non-normative social interactions and performative memes. Interactions can feel like social experiments, with participants taking on personas or exploring embodied rituals Opportunities to interact with strangers are supplemented by games like Battle Discs. Like AltspaceVR, VRChat has also struggled with harassment.

Rec Room emphasizes playing games. In the “Rec Center� participants manipulate a variety of objects and engage with mini-experiences including ping-pong and basketball or travel to more crafted game experiences such as paint ball and co-op adventures. Rec Rom’s social mechanics seem to limit harassment.

High Fidelity VR underscores in-world construction tools that enable users to build their own worlds. Developers work openly alongside visitors, further emphasizing themes of construction.

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Findings & Analysis • Onboading, Place, and Contextual Cues • Space and Navigation • Social Mechanics

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Chapter 5. Making The Plan Sanders, E. B.-N., & Stappers, P. J. (2013). Convivial toolbox: generative research for the front end of design. Amsterdam: BIS Publishers.

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Making The Plan • Focus and scope

• Deliverables • Finances

Client timeline Envisaged users timeline Other stakeholders timeline …

DELIVERABLES

• People and teams

GOALS

• Time and timelines

ASSUMPTIONS

Researcher timeline

… Time  Table#5.1 The components involved in making the plan

• Varieties in Projects and Plans Lecture #7

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Varieties in Projects and Plans • Industry − From the perspective of the market place (e.g., “what is the next new thing in mobile communications?” − From the perspective of new technology (e.g., “what will people want to use this cool new technology for?”) − From the perspective of the envisaged users (e.g., “how will today’s Baby Boomers want to live when they retire? What will retirement mean to them?”)

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Varieties in Projects and Plans • Academia − As an instrument to explore a new context (e.g., category such as ‘medical instrument design’) − As a means to inform a product design problem (e.g., for designing a vacuum cleaner which is particularly suited for the new elderly) − As the object of methodological study in design research (e.g., “how can we encourage role play with shy Asian respondents?”) − As the focus of inquiry for a research program in psychology on theories of creativity (e.g., “how does visual/verbal thinking promote creativity in everyday people?” Lecture #7

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Designing Design Research • Position Paper − Bennett, K., (2009). Designing Design Research-Investigations at Art Center College of Design, IDSA, Art Center College of Design.

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Next Week Reading List • Download From YSCEC > Context Mapping > Week 10 Reading − Pearce, C. (2009). Communities of Play : Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge, Mass: The MIT Press. Chapter 3. Playing Ethnography http://search.ebscohost.com.access.yonsei.ac.kr:8080/login.aspx?direct=true&db=e000xww&AN=291846&lang=k o&site=ehost-live − Joshua McVeigh-Schultz, Anya Kolesnichenko, and Katherine Isbister. 2019. Shaping Pro-Social Interaction in VR: An Emerging Design Framework. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI '19). ACM, New York, NY, USA, Paper 564, 12 pages. http://dl.acm.org.ssl.access.yonsei.ac.kr:8080/citation.cfm?doid=3290605.3300794 − Anya Kolesnichenko, Joshua McVeigh-Schultz, and Katherine Isbister. 2019. Understanding Emerging Design Practices for Avatar Systems in the Commercial Social VR Ecology. In Proceedings of the 2019 on Designing Interactive Systems Conference (DIS '19). ACM, New York, NY, USA, 241-252. http://dl.acm.org.ssl.access.yonsei.ac.kr:8080/citation.cfm?id=3322352

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