I’ll be teaching a pop-up workshop called “d.think outside the d.school” at Stanford’s d.school this fall. My part of the workshop will explore games as a method of exploratory design research.
Asphalt Games: Enacting Place Through Locative Media
Chang, M. and Goodman, E. 2006. Asphalt Games: Enacting Place Through Locative Media. Leonardo Electronic Arts Almanac: Locative Media, MIT Press.
Continue reading “Asphalt Games: Enacting Place Through Locative Media”
FIASCO: Game interface for location-based play
Chang, M. and Goodman, E. 2004. FIASCO: Game interface for location-based play. In Proc. DIS EA ’04: 329–332
Continue reading “FIASCO: Game interface for location-based play”
About the project
As humans we come to understand the places around us using a myriad of observable cues, such as public-private, large-small, daytime-nighttime, loud-quiet, and crowded-empty. Unsurprisingly, it is the people with which we share such spaces that often dominate our perception of place. Sometimes these people are friends, family and colleagues. More often, and particularly in urban public spaces, the individuals who affect us are ones that we repeatedly observe and yet do not directly interact with – our Familiar Strangers.
This research project explored the often ignored yet very meaningful relationships with Familiar Strangers. Several experiments and studies led to a design for a personal, body-worn, wireless device that extends the Familiar Stranger relationship while respecting the delicate, yet important, constraints of our feelings and relationships with strangers in public places. Sponsored by Intel Research from 2003–4, with Eric Paulos.
Design for Hackability
Galloway, A., Brucker-Cohen, J., Gaye, L., Goodman, E. and Hill, D. 2004. Design for Hackability. In Proc DIS ’04: 363-366.
The Familiar Stranger: Anxiety, Comfort, and Play in Public Places
Paulos, E. and Goodman, E. 2004. The Familiar Stranger: Anxiety, Comfort, and Play in Public Places. In Proc. CHI ’04: 223-230.
Continue reading “The Familiar Stranger: Anxiety, Comfort, and Play in Public Places”