TY - JOUR
T1 - Electronic furniture for the curious home
T2 - Assessing ludic designs in the field
AU - Gaver, William
AU - Bowers, John
AU - Boucher, Andrew
AU - Law, Andy
AU - Pennington, Sarah
AU - Walker, Brendan
N1 - Funding Information:
This work was supported by the Equator Interdisciplinary Research Collaboration funded by the Engineering and Physical Sciences Research Council.
PY - 2007/12/5
Y1 - 2007/12/5
N2 - This article describes field trials of 3 electronic furniture prototypes designed to encourage ludic engagement in the home. The Drift Table shows slowly scrolling aerial photography controlled by the weight of the objects on its surface. The History Tablecloth creates slowly growing "halos" around things left on it. The Key Table measures the force with which people put things on it and tilts a picture frame to indicate their mood. The pieces were loaned to different households for periods of 1 to 3 months. Because they were designed for user appropriation, a hypothesis-testing paradigm is inappropriate for evaluating their success. The focus instead was on gathering rich, multilayered accounts of people's experience through ethnographic observations and documentary videos. The results helped assess the particular designs, draw lessons for ludic design more generally, and reflect on field methods for evaluating open-ended designs.
AB - This article describes field trials of 3 electronic furniture prototypes designed to encourage ludic engagement in the home. The Drift Table shows slowly scrolling aerial photography controlled by the weight of the objects on its surface. The History Tablecloth creates slowly growing "halos" around things left on it. The Key Table measures the force with which people put things on it and tilts a picture frame to indicate their mood. The pieces were loaned to different households for periods of 1 to 3 months. Because they were designed for user appropriation, a hypothesis-testing paradigm is inappropriate for evaluating their success. The focus instead was on gathering rich, multilayered accounts of people's experience through ethnographic observations and documentary videos. The results helped assess the particular designs, draw lessons for ludic design more generally, and reflect on field methods for evaluating open-ended designs.
UR - http://www.scopus.com/inward/record.url?scp=34548576753&partnerID=8YFLogxK
U2 - 10.1207/s15327590ijhc2201-02_7
DO - 10.1207/s15327590ijhc2201-02_7
M3 - Article
AN - SCOPUS:34548576753
SN - 1044-7318
VL - 22
SP - 119
EP - 152
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
IS - 1-2
ER -