Design methods need to reconsider ways to avoid othering messiness (or what appears to be contradictory or nonsensical) within wicked problem situations, particularly crisis sites. As such, this paper suggests that play frames (defined as Fun Machines) can be utilised as situated strategies that designers can apply to address paradoxes and contradictions. The paper presents the theoretical framework for a Fun Machine by focusing on second-generation design methods and how they facilitate conversation, while simultaneously exploring an often-neglected playful aspect of conversation that is usually found in fun-making. The applications of a Fun Machine are discussed in the historical context (Cedric Price’s Fun Palace) and with a pilot projec...
The umpire whispers: “Please Play.” We sort of play. But it is all hypothetical, somehow. Even the “...
Playing is a creative process generating and stimulating design. In Northampton we have been playin...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
Design methods need to reconsider ways to avoid othering messiness (or what appears to be contradict...
In his book, Playing and Reality, child psychologist D.H. Winnicott proposes that an abstract playgr...
This thesis argues that it is productive to consider playthings, playmates, playgrounds, and play pr...
We prefer to call this interactive workshop a Playshop. We feature a brief introduction with a co...
The article at hand explores the concept of playful scholarship, focusing specifically on the use of...
The purpose of this project was to investigate play and our cultural assumptions as to its usefulnes...
The use of games as part of the design process has been extensively explored in much of the current ...
Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of ...
Play, defined as an activity engaged in for amusement, is doubtlessly in everywhere: in any kind of ...
Creativity plays an important part in design and problem-solving. While the role of play has enjoyed...
Play is a common, yet elusive phenomenon. Many definitions of play and explanations for its existenc...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
The umpire whispers: “Please Play.” We sort of play. But it is all hypothetical, somehow. Even the “...
Playing is a creative process generating and stimulating design. In Northampton we have been playin...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
Design methods need to reconsider ways to avoid othering messiness (or what appears to be contradict...
In his book, Playing and Reality, child psychologist D.H. Winnicott proposes that an abstract playgr...
This thesis argues that it is productive to consider playthings, playmates, playgrounds, and play pr...
We prefer to call this interactive workshop a Playshop. We feature a brief introduction with a co...
The article at hand explores the concept of playful scholarship, focusing specifically on the use of...
The purpose of this project was to investigate play and our cultural assumptions as to its usefulnes...
The use of games as part of the design process has been extensively explored in much of the current ...
Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of ...
Play, defined as an activity engaged in for amusement, is doubtlessly in everywhere: in any kind of ...
Creativity plays an important part in design and problem-solving. While the role of play has enjoyed...
Play is a common, yet elusive phenomenon. Many definitions of play and explanations for its existenc...
Gamification – the use of game design elements in non-game contexts – is touted by many as the solut...
The umpire whispers: “Please Play.” We sort of play. But it is all hypothetical, somehow. Even the “...
Playing is a creative process generating and stimulating design. In Northampton we have been playin...
In this talk I will address a changing perspective on design, one in which users are defined as soci...