ACM Home Page
Please provide us with feedback. Feedback
Values at play: design tradeoffs in socially-oriented game design
Full text PdfPdf (396 KB)
Source Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human factors in computing systems table of contents
Portland, Oregon, USA
SESSION: Social behaviors table of contents
Pages: 751 - 760  
Year of Publication: 2005
ISBN:1-58113-998-5
Authors
Mary Flanagan  Film & Media Hunter College, New York, NY
Daniel C. Howe  New York University, New York, NY
Helen Nissenbaum  New York University, New York, NY
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 22,   Downloads (12 Months): 168,   Citation Count: 12
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1054972.1055076
What is a DOI?

Warning: The download time has expired please click on the item to try again.


ABSTRACT

Significant work in the CHI community has focused on designing systems that support human values. Designers and engineers have also become increasingly aware of ways in which the artifacts they create can embody political, social, and ethical values. Despite such an awareness, there has been little work towards producing practical methodologies that systematically incorporate values into the design process. Many designers struggle to find a balance between their own values, those of users and other stakeholders, and those of the surrounding culture. In this paper, we present the RAPUNSEL project as a case study of game design in a values-rich context and describe our efforts toward navigating the complexities this entails. Additionally, we present initial steps toward the development of a systematic methodology for discovery, analysis, and integration of values in technology design in the hope that others may both benefit from and build upon this work.


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
 
2
 
3
American Assn of Univ, Woman (AAUW).Tech-Savvy: Educating Girls in the New Computer Age. (April 2000). Available Online: http://www. aauw.org/2000/techsavvy.html
 
4
 
5
Bødker, S., & Grøønbæk, K. Design in action: From prototyping by demonstration to cooperative prototyping." In J. Greenbaum & M. Kyng (eds.), Design at Work: Cooperative Design of Computer Systems. Erlbaum, Hillsdale, NJ, USA (1991).
 
6
Brunner, C. Opening technology to girls: The approach computer-using teachers take may make the difference. Electronic Learning, 16:4 (February 1997), 55.
7
 
8
Catsambis, S. The path to math: Gender and racial-ethnic differences in mathematics participation from middle to high school. In Sociology of Education 67 (1994), 199--215.
9
 
10
Chmielewski, D.C. Kids turning to instant messaging. Knight Ridder, (25 Feb 2004). Available Online: http://www.azcentral.com/families/articles/0225faminstantmessage.html
 
11
Chu Clewell, B. Breaking the barriers: The critical middle school years. In The Jossey-Bass Reader on Gender in Education. Jossey-Bass, San Francisco, CA, USA (2002), 301--313.
 
12
13
 
14
Farnham, S., Zaner, M., Cheng, L. Supporting Sociability in a Shared Browser. In Proceedings of Interact Conference, Tokyo, Japan (July 2001).
 
15
16
 
17
18
 
19
 
20
 
21
Friedman, B., Kahn, P. & Borning, A. Value Sensitive Design: Theory and methods. Technical Report 02-12-01, Comp. Sci. & E., UW, Seattle, WA, USA (2002). Available Online: http://www.urbansim.org/papers
22
23
 
24
Glass, R. L. Facts and Fallacies of Software Engineering. Addison Wesley, Reading, MA, USA, (2000).
 
25
26
 
27
Hughes, T. Human-built world: how to think about technology and culture. University of Chicago, Chicago, IL, USA (2004).
 
28
 
29
 
30
Kirkup, G. & Abbot, J. The Gender Gap. A Gender Analysis of the 1996 Computing Access Survey. PLUM Paper #80. (Programme on Learner Use of Media) The Open University: Milton Keynes, UK (1997).
 
31
Latour, B. Where Are the Missing Masses? The Sociology of a Few Mundane Artifacts. In W. Bijker and J. Law (eds.) Shaping Technology/ Building Society. MIT Press, Cambridge, MA, USA (1992) 225--258.
 
32
Laurel, B. The Utopian Entrepreneur. MIT Press, Cambridge, MA, USA (2001).
 
33
34
 
35
Mumford, L. Authoritarian and Democratic Technics. In E. Katz, A. Light, & W. Thompson (eds.) Controlling Technology: Contemporary Issues, 2nd ed., Prometheus Books, NY, USA (2003).
 
36
 
37
Nissenbaum, H. Values in the design of computer systems. In Computers in Society (1998), 38--39.
 
38
 
39
 
40
Resnick, M. Rethinking learning in the digital age. In The Global Information Technology Report 2001-02: Readiness for the Networked World (2002). Available Online: http://www.cid.harvard.edu/cr/pdf/gitrr2002 _ch03.pdf
41
 
42
Richardson, H. S. Practical Reasoning about Final Ends, Cambridge University Press, Cambridge, MA, USA (1994).
 
43
Salen, K. & Zimmerman, E. Rules of Play. MIT Press, Cambridge, MA, USA (2003).
 
44
Schön, D. The Reflective Practitioner. Basic Books, NY, USA (1983).
 
45
Shannon, V. The end user: Playing to a new audience. International Herald Tribune (11 JUNE 2004), http://www.iht.com/articles/524535.html
46
47
 
48
Suchman, L. Do categories have politics? The language/action perspective reconsidered. In CSCW Journal, 2:3 (1994), 177--190.
 
49
Von Prummer, C. Women-friendly perspectives in distance education. In Open Learning, 9:1 (1994), 3--12.
 
50
Winner, L. Do Artifacts Have Politics? In The Whale and the Reactor: A Search for Limits in an Age of High Technology. University of Chicago Press, Chicago, IL, USA (1986), 19--39.
 
51
Zimmerman, E. Play as research: the iterative design process. In B. Laurel (ed.) Design Research. Cambridge: MIT Press (2003). Available Online: http://www.gmlb.com/articles/iterativedesign.html

CITED BY  12

Collaborative Colleagues:
Mary Flanagan: colleagues
Daniel C. Howe: colleagues
Helen Nissenbaum: colleagues