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The drift table: designing for ludic engagement
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Source Conference on Human Factors in Computing Systems archive
CHI '04 extended abstracts on Human factors in computing systems table of contents
Vienna, Austria
SESSION: Design expo case studies table of contents
Pages: 885 - 900  
Year of Publication: 2004
ISBN:1-58113-703-6
Authors
William W. Gaver  Royal College of Art, London, UK
John Bowers  Royal Institute of Technology, Stockholm, Sweden
Andrew Boucher  Royal College of Art, London, UK
Hans Gellerson  Lancaster University, Lancaster, UK
Sarah Pennington  Royal College of Art, London, UK
Albrecht Schmidt  Lancaster University, Lancaster, UK
Anthony Steed  University College London, London, UK
Nicholas Villars  Lancaster University, Lancaster, UK
Brendan Walker  Royal College of Art, London, UK
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 25,   Downloads (12 Months): 210,   Citation Count: 38
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ABSTRACT

The Drift Table is an electronic coffee table that displays slowly moving aerial photography controlled by the distribution of weight on its surface. It was designed to investigate our ideas about how technologies for the home could support ludic activities-that is, activities motivated by curiosity, exploration, and reflection rather than externally-defined tasks. The many design choices we made, for example to block or disguise utilitarian functionality, helped to articulate our emerging understanding of ludic design. Observations of the Drift Table being used in volunteers' homes over several weeks gave greater insight into how playful exploration is practically achieved and the issues involved in designing for ludic engagement.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Ceiva Digital Photo Receiver. <http://www.ceiva.com/>
 
2
Crabtree, A., Rodden, T., Hemmings, T. and Benford, S. Finding a place for UbiComp in the home. Proc. UbiComp'03.
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Gaver, W.W. (2002). Designing for Homo Ludens. I3 Magazine No. 12, June 2002.
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Getmapping (2001). England: The Photographic Atlas. London: Harper Collins.
 
8
Huizinga, J. (1950). Homo Ludens: A study of the play-element in culture. Boston: Beacon.
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10
Kabokov, I. (1998). A palace of projects. London: Artangel.
 
11
LG Internet Fridge. www.lginternetfamily.co.uk/fridge.asp
 
12
Mozer, M. C. (1998). The neural network house: An environment that adapts to its inhabitants. Proc. AAAI Spring Symposium on Intelligent Environments, Menlo Park: AAAI Press, pp. 110--114.
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CITED BY  38

Collaborative Colleagues:
William W. Gaver: colleagues
John Bowers: colleagues
Andrew Boucher: colleagues
Hans Gellerson: colleagues
Sarah Pennington: colleagues
Albrecht Schmidt: colleagues
Anthony Steed: colleagues
Nicholas Villars: colleagues
Brendan Walker: colleagues