|
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
|
Batya Friedman , Peter H. Kahn, Jr., Human values, ethics, and design, The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, Lawrence Erlbaum Associates, Inc., Mahwah, NJ, 2002
|
| |
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
|
Kori Inkpen , Kellogg S. Booth , Maria Klawe , Rena Upitis, Playing together beats playing apart, especially for girls, The first international conference on Computer support for collaborative learning, p.177-181, October 1995, Indiana Univ., Bloomington, Indiana, United States
|
| |
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
|
|
|
|
|
Amitava Biswas , Tom Donaldson , Jagmit Singh , Sara Diamond , David Gauthier , Michael Longford, Assessment of mobile experience engine, the development toolkit for context aware mobile applications, Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, June 14-16, 2006, Hollywood, California
|
|
|
|
|
|
Batya Friedman , Alan Borning , Janet L. Davis , Brian T. Gill , Peter H. Kahn, Jr. , Travis Kriplean , Peyina Lin, Laying the foundations for public participation and value advocacy: interaction design for a large scale urban simulation, Proceedings of the 2008 international conference on Digital government research, May 18-21, 2008, Montreal, Canada
|
|
|
|
|
|
|
|
|
|
|
|
Jessica K. Miller , Batya Friedman , Gavin Jancke, Value tensions in design: the value sensitive design, development, and appropriation of a corporation's groupware system, Proceedings of the 2007 international ACM conference on Supporting group work, November 04-07, 2007, Sanibel Island, Florida, USA
|
|
|
|
|
|
|
|
|
|
|
|
Alan Borning , Batya Friedman , Janet L. Davis , Brian T. Gill , Peter H. Kahn, Jr. , Travis Kriplean , Peyina Lin, Public participation and value advocacy in information design and sharing: Laying the foundations in advance of wide-scale public deployment, Information Polity, v.14 n.1,2, p.61-74, April 2009
|
|