Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3290605.3300801acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Card Mapper: Enabling Data-Driven Reflections on Ideation Cards

Published: 02 May 2019 Publication History

Abstract

We explore how usage data captured from ideation cards can enable reflection on design. We deployed a deck of ideation cards on a Masters level module over two years, developing the means to capture the students' designs into a digital repository. We created two visualisations to reveal the relative co-occurrences of the cards as concept space and the relative proximity of designs (through cards used in common) as design space. We used these to elicit reflections from the perspectives of students, teachers and card designers. Our findings inspire ideas for extending the data-driven use of ideation cards throughout the design process; informing the redesign of cards, the rules for using them and their live connection to supporting materials and enabling stakeholders to reflect and recognise challenges and opportunities. We also identified the need, and potential ways, to capture a richer design rationale, including annotations, discarded cards and varying card interpretations.

Supplementary Material

ZIP File (paper571.zip)
In this archive you will find the following: A JPG image containing all of the mixed reality cards A PDF containing the rules for using the cards A PDF and SVG of the Designs visualisation from figure 3 A PDF and SVG of the Cards visualisation from figure 3
ZIP File (paper571pvc.zip)
Preview video captions
MP4 File (paper571p.mp4)
Preview video

References

[1]
Christopher Alexander, Sara Ishikawa, Murray Silverstein, Max Jacobson, Ingrid Fiksdahl-King, and Shlomo Angel. 1977. A Pattern Language: Towns, Buildings, Construction. Oxford University Press, New York.
[2]
Valter Alves and Licinio Roque. 2011. A Deck for Sound Design in Games: Enhancements Based on a Design Exercise. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE '11), 34:1--34:8.
[3]
Valter Alves and Licinio Roque. 2011. An Inspection on a Deck for Sound Design in Games. In Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound (AM '11), 15--22.
[4]
David Barnard-Wills and Debi Ashenden. 2015. Playing with Privacy: Games for Education and Communication in the Politics of Online Privacy. Political Studies 63, 1: 142--160.
[5]
Mathieu Bastian, Sebastien Heymann, and Mathieu Jacomy. 2009. Gephi: An Open Source Software for Exploring and Manipulating Networks. Retrieved September 18, 2018 from http://www.aaai.org/ocs/index.php/ICWSM/09/paper/view/1
[6]
Steve Benford, Andy Crabtree, Martin Flintham, Adam Drozd, Rob Anastasi, Mark Paxton, Nick Tandavanitj, Matt Adams, and Ju Row-Farr. 2006. Can You See Me Now? ACM Trans. Comput.-Hum. Interact. 13, 1: 100--133.
[7]
Staffan Björk and Jussi Autor Holopainen. 2005. Patterns In Game Design. Cengage Learning.
[8]
Lisa Blum, Richard Wetzel, Rod McCall, Leif Oppermann, and Wolfgang Broll. 2012. The Final TimeWarp: Using Form and Content to Support Player Experience and Presence when Designing Location-aware Mobile Augmented Reality Games. In Proceedings of the Designing Interactive Systems Conference (DIS '12), 711--720.
[9]
Nis Bornoe, Anders Bruun, and Jan Stage. 2016. Facilitating Redesign with Design Cards: Experiences with Novice Designers. In Proceedings of the 28th Australian Conference on Computer-Human Interaction (OzCHI '16), 452--461.
[10]
Eva Brandt and Jörn Messeter. 2004. Facilitating Collaboration Through Design Games. In Proceedings of the Eighth Conference on Participatory Design: Artful Integration: Interweaving Media, Materials and Practices - Volume 1 (PDC 04), 121--131.
[11]
Jacob Buur and Astrid Soendergaard. 2000. Video Card Game: An Augmented Environment for User Centred Design Discussions. In Proceedings of DARE 2000 on Designing Augmented Reality Environments (DARE '00), 63--69.
[12]
Gifford Cheung, Alison Lee, Kevin Cheng, and Hae Jin Lee. 2013. Dispensable, Tweakable, and Tangible Components: Supporting Socially Negotiated Gameplay. Games and Culture 8, 4: 259--288.
[13]
Nathan Crilly and Carlos Cardoso. 2017. Where next for research on fixation, inspiration and creativity in design? Design Studies 50: 1--38.
[14]
Paul A. Crutcher. 2017. Magic: The Gathering. Americana?: The Journal of American Popular Culture, 1900 to Present; Hollywood 16, 1. Retrieved September 20, 2018 from https://www.questia.com/library/journal/1P41983157324/magic-the-gathering
[15]
Shanna R Daly, James L Christian, Seda Yilmaz, Colleen M Seifert, and Richard Gonzalez. Assessing Design Heuristics for Idea Generation in an Introductory Engineering Course. 13.
[16]
Ola Davidsson, Johan Peitz, and Staffan Björk. 2004. Game Design Patterns for Mobile Games. Project report to Nokia Research Center. Retrieved from http://web.science.mq.edu.au/~isvr/Documents/pdf%20files/g ame-master/Game_Design_Patterns_for_Mobile_Games.pdf
[17]
Ying Deng, Alissa N. Antle, and Carman Neustaedter. 2014. Tango Cards: A Card-based Design Tool for Informing the Design of Tangible Learning Games. In Proceedings of the 2014 Conference on Designing Interactive Systems (DIS '14), 695--704.
[18]
Tamara Denning, Adam Lerner, Adam Shostack, and Tadayoshi Kohno. 2013. Control-Alt-Hack: The Design and Evaluation of a Card Game for Computer Security Awareness and Education. In Proceedings of the 2013 ACM SIGSAC Conference on Computer & Communications Security (CCS '13), 915--928.
[19]
Graham Dove, Caroline Emilie Lundqvist, and Kim Halskov. 2018. The Life Cycle of a Generative Design Metaphor. In Proceedings of the 10th Nordic Conference on HumanComputer Interaction (NordiCHI '18), 414--425.
[20]
Ulrike Felt, Simone Schumann, Claudia G Schwarz, and Michael Strassnig. 2014. Technology of imagination: a cardbased public engagement method for debating emerging technologies. Qualitative Research 14, 2: 233--251.
[21]
Batya Friedman and David Hendry. 2012. The envisioning cards: a toolkit for catalyzing humanistic and technical imaginations. In Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems - CHI '12, 1145.
[22]
Thomas M. J. Fruchterman and Edward M. Reingold. 1991. Graph drawing by force-directed placement. Software: Practice and Experience 21, 11: 1129--1164.
[23]
Michael Golembewski and Mark Selby. 2010. Ideation Decks: A Card-based Design Ideation Tool. In Proceedings of the 8th ACM Conference on Designing Interactive Systems (DIS '10), 89--92.
[24]
Mark Hall, Pablo Bermell-Garcia, Ranjit Ravindranath, and Christopher McMahon. 2017. Lessons learnt from experts in design rationale knowledge capture. DS 87--6 Proceedings of the 21st International Conference on Engineering Design (ICED 17) Vol 6: Design Information and Knowledge, Vancouver, Canada, 21--25.08.2017. Retrieved September 19, 2018 from https://www.designsociety.org/publication/39788/Lessons+le arnt+from+experts+in+design+rationale+knowledge+capture
[25]
Kim Halskov and Peter Dalsgaard. 2006. Inspiration Card Workshops. In Proceedings of the 6th Conference on Designing Interactive Systems (DIS '06), 2--11.
[26]
Kristina Höök and Jonas Löwgren. 2012. Strong Concepts: Intermediate-level Knowledge in Interaction Design Research. ACM Trans. Comput.-Hum. Interact. 19, 3: 23:1-- 23:18.
[27]
Eva Hornecker. 2010. Creative Idea Exploration Within the Structure of a Guiding Framework: The Card Brainstorming Game. In Proceedings of the Fourth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '10), 101-- 108.
[28]
David G. Jansson and Steven M. Smith. 1991. Design fixation. Design Studies 12, 1: 3--11.
[29]
Jussi Markus Kuittinen. 2008. Computer-Aided Game Design. University of Jyväskylä.
[30]
Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen, and Hannamari Saarenpää. 2008. Designing Game Idea Generation Games. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Future Play '08), 137--144.
[31]
Joanna Kwiatkowska, Agnieszka Szóstek, and David Lamas. 2014. (Un)Structured Sources of Inspiration: Comparing the Effects of Game-like Cards and Design Cards on Creativity in Co-design Process. In Proceedings of the 13th Participatory Design Conference: Research Papers - Volume 1 (PDC '14), 31-- 39.
[32]
J. Lee. 1997. Design rationale systems: understanding the issues. IEEE Expert 12, 3: 78--85.
[33]
Nick Logler, Daisy Yoo, and Batya Friedman. 2018. Metaphor Cards: A How-to-Guide for Making and Using a Generative Metaphorical Design Toolkit. In Proceedings of the 2018 on Designing Interactive Systems Conference 2018 - DIS '18, 1373--1386.
[34]
Andrés Lucero and Juha Arrasvuori. 2012. The PLEX Cards and its techniques as sources of inspiration when designing for playfulness. International Journal of Arts and Technology 6, 1: 22--43.
[35]
Ewa Luger, Lachlan Urquhart, Tom Rodden, and Michael Golembewski. 2015. Playing the Legal Card: Using Ideation Cards to Raise Data Protection Issues Within the Design Process. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15), 457--466.
[36]
A. MacLean, R. M. Young, and T. P. Moran. 1989. Design Rationale: The Argument Behind the Artifact. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '89), 247--252.
[37]
H. McGilp, C. Eckert, and C. Earl. 2016. Don't Look Back: The Paradoxical Role of Recording in the Fashion Design Process. In Proceedings of DRS2016: Design + Research + Society Future-Focused Thinking, 2521--2534. Retrieved September 18, 2018 from http://www.drs2016.org/proceedings/
[38]
Markus Montola, Jaakko Stenros, and Annika Waern. 2009. Pervasive Games: Theory and Design. CRC Press, Amsterdam?; Boston.
[39]
Simone Mora, Francesco Gianni, and Monica Divitini. 2017. Tiles: A Card-based Ideation Toolkit for the Internet of Things. In Proceedings of the 2017 Conference on Designing Interactive Systems (DIS '17), 587--598.
[40]
Florian Mueller, Martin R. Gibbs, Frank Vetere, and Darren Edge. 2014. Supporting the Creative Game Design Process with Exertion Cards. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14), 2211-- 2220.
[41]
Carman Neustaedter, Anthony Tang, and Tejinder K. Judge. 2013. Creating scalable location-based games: lessons from Geocaching. Personal and Ubiquitous Computing 17, 2: 335-- 349.
[42]
Kenton O'Hara. 2008. Understanding Geocaching Practices and Motivations. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08), 1177--1186.
[43]
Janne Paavilainen, Hannu Korhonen, Kati Alha, Jaakko Stenros, Elina Koskinen, and Frans Mayra. 2017. The PokéMon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17), 2493--2498.
[44]
Robin Roy and James Warren. 2018. Card-based Tools For Creative And Systematic Design. In Proceedings of the Design Research Society DRS2018 conference (TBC). Retrieved September 20, 2018 from http://www.drs2018limerick.org/
[45]
Jesse Schell. 2008. The Art of Game Design: A book of lenses. CRC Press, Amsterdam?; Boston.
[46]
Clare Southerton. "Zombies, Run!': Rethinking immersion in light of nontraditional gaming contexts.
[47]
Davide Spallazzo and Ilaria Mariani. 2018. Location-Based Mobile Games: Design Perspectives. Springer International Publishing. Retrieved September 16, 2018 from //www.springer.com/gb/book/9783319752556
[48]
B. Thomas, B. Close, J. Donoghue, J. Squires, P. De Bondi, M. Morris, and W. Piekarski. 2000. ARQuake: an outdoor/indoor augmented reality first person application. In Digest of Papers. Fourth International Symposium on Wearable Computers, 139--146.
[49]
Hongwei Wang, Aylmer L. Johnson, and Rob H. Bracewell. 2012. The retrieval of structured design rationale for the reuse of design knowledge with an integrated representation. Advanced Engineering Informatics 26, 2: 251--266.
[50]
Mark Weiser and John Seely Brown. 1997. The Coming Age of Calm Technology. In Beyond Calculation: The Next Fifty Years of Computing, Peter J. Denning and Robert M. Metcalfe (eds.). Springer New York, New York, NY, 75--85.
[51]
Richard Wetzel. 2014. Introducing Pattern Cards for Mixed Reality Game Design. Retrieved September 18, 2018 from http://www.orchid.ac.uk/eprints/id/eprint/208.html
[52]
Richard Wetzel, Rod McCall, Anne-Kathrin Braun, and Wolfgang Broll. 2008. Guidelines for Designing Augmented Reality Games. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Future Play '08), 173--180.
[53]
Richard Wetzel, Tom Rodden, and Steve Benford. 2017. Developing Ideation Cards for Mixed Reality Game Design. Transactions of the Digital Games Research Association 3.
[54]
Christiane Wölfel and Timothy Merritt. 2013. Method Card Design Dimensions: A Survey of Card-Based Design Tools. In Human-Computer Interaction -- INTERACT 2013 (Lecture Notes in Computer Science), 479--486.
[55]
José P. Zagal, Michael Mateas, Clara Fernández-vara, Brian Hochhalter, and Nolan Lichti. 2005. Towards an Ontological Language for Game Analysis. In in Proceedings of International DiGRA Conference, 3--14.
[56]
2018. The Moral-IT & Legal-IT Decks. Lachlan's Research. Retrieved September 20, 2018 from https://lachlansresearch.com/the-moral-it-legal-it-decks/
[57]
Method Cards. Retrieved September 20, 2018 from https://www.ideo.com/post/method-cards
[58]
About Top Trumps | Top Trumps | Play free online games and discover the world's coolest card game. Retrieved September 21, 2018 from http://www.toptrumps.com/abouttop-trumps/

Cited By

View all
  • (2024)Proteus Card Deck: Enabling Remote Play with A Physical Card DeckCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678842(331-335)Online publication date: 14-Oct-2024
  • (2023)Responsible Research and Innovation (RRI) Prompts and Practice Cards: a Tool to Support Responsible PracticeProceedings of the First International Symposium on Trustworthy Autonomous Systems10.1145/3597512.3599721(1-4)Online publication date: 11-Jul-2023
  • (2023)Personal Objects as Design Materials: A Case Study of Co-Designing Safe Spaces With Young AdultsCompanion Publication of the 2023 Conference on Computer Supported Cooperative Work and Social Computing10.1145/3584931.3606991(235-240)Online publication date: 14-Oct-2023
  • Show More Cited By

Index Terms

  1. Card Mapper: Enabling Data-Driven Reflections on Ideation Cards

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    9077 pages
    ISBN:9781450359702
    DOI:10.1145/3290605
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 May 2019

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. concept space
    2. configuration space
    3. design
    4. design documentation
    5. design fixation
    6. design rationale
    7. ideation cards

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    CHI '19
    Sponsor:

    Acceptance Rates

    CHI '19 Paper Acceptance Rate 703 of 2,958 submissions, 24%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI '25
    CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)80
    • Downloads (Last 6 weeks)10
    Reflects downloads up to 21 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Proteus Card Deck: Enabling Remote Play with A Physical Card DeckCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678842(331-335)Online publication date: 14-Oct-2024
    • (2023)Responsible Research and Innovation (RRI) Prompts and Practice Cards: a Tool to Support Responsible PracticeProceedings of the First International Symposium on Trustworthy Autonomous Systems10.1145/3597512.3599721(1-4)Online publication date: 11-Jul-2023
    • (2023)Personal Objects as Design Materials: A Case Study of Co-Designing Safe Spaces With Young AdultsCompanion Publication of the 2023 Conference on Computer Supported Cooperative Work and Social Computing10.1145/3584931.3606991(235-240)Online publication date: 14-Oct-2023
    • (2023)Responsible & Inclusive CardsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580771(1-14)Online publication date: 19-Apr-2023
    • (2022)Augmenting Scientific Creativity with an Analogical Search EngineACM Transactions on Computer-Human Interaction10.1145/353001329:6(1-36)Online publication date: 16-Nov-2022
    • (2022)Data-inspired co-design for museum and gallery visitor experiencesArtificial Intelligence for Engineering Design, Analysis and Manufacturing10.1017/S089006042100031736Online publication date: 9-Feb-2022
    • (2022)The evolution of a toolkit for smart-thing design with children through action researchInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10035931:COnline publication date: 1-Mar-2022
    • (2021)Design Space CardsProceedings of the ACM on Human-Computer Interaction10.1145/34746545:CHI PLAY(1-21)Online publication date: 6-Oct-2021
    • (2021)The Moral-IT Deck: a tool for ethics by designJournal of Responsible Innovation10.1080/23299460.2021.18801128:1(94-126)Online publication date: 2-Mar-2021
    • (2021)Sniff Before You Act: Exploration of Scent-Feature Associations for Designing Future InteractionsHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85616-8_17(281-301)Online publication date: 26-Aug-2021
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media