2016
DOI: 10.21606/drs.2016.476
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Fiction as a resource in participatory design

Abstract: In this paper we are exploring the relation between participation and fiction with the aim of investigating how fiction can be a resource for participatory design and can shed more light on the participatory value of fiction. We describe how fiction has been taken up and conceptualized in contemporary design research and argue that different strategies for applying fiction may be seen as a resource for evoking various forms of participation. Furthermore this paper present three case examples of participatory p… Show more

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Cited by 22 publications
(8 citation statements)
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“…This process was conducted to align game elements and mechanics as closely as possible to the central dilemmas concerning children and paternal incarceration. As we have dealt thoroughly with the methods used throughout this codesign process in previous publications (Knutz et al., 2019, 2016), our focus in this article is on the empirical data collected through the implementation and evaluation of the game in the part of our study that is singled out as research activities 8, 9, 11, and 12 in Table 1.…”
Section: Research Contextmentioning
confidence: 99%
“…This process was conducted to align game elements and mechanics as closely as possible to the central dilemmas concerning children and paternal incarceration. As we have dealt thoroughly with the methods used throughout this codesign process in previous publications (Knutz et al., 2019, 2016), our focus in this article is on the empirical data collected through the implementation and evaluation of the game in the part of our study that is singled out as research activities 8, 9, 11, and 12 in Table 1.…”
Section: Research Contextmentioning
confidence: 99%
“…• Telling activities are about providing verbal descriptions about future scenarios (Brandt et al, 2012). These can be scenarios about anticipated experiences, or fiction (Knutz et al, 2016) that enhance cross-disciplinary reflection and reframing of socio-economic conditions for design. Telling activities draw boundaries in the thought realm to make futures tractable (Candy, 2018).…”
Section: Driven By Plausibility Rather Than Accuracymentioning
confidence: 99%
“…During the process of designing the game, which lasted 1.5 years, several participatory activities and co-design workshops have been organised, including workshops with children, mothers and incarcerated fathers as well as workshops with prison officers and family therapists. These workshops have helped the researchers to shape game characters and to construct a game world that aligns with the actual needs and dilemmas of the families of prisoners (see previous articles focusing on the participatory design process, Knutz et al 2016;.…”
Section: Case Study: a Prison Gamementioning
confidence: 99%