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Featured researches published by Jon Back.


designing interactive systems | 2016

Designing for Children's Outdoor Play

Jon Back; Caspar Heeffer; Susan Paget; Andreas Rau; Eva Lotta Sallnäs Pysander; Annika Waern

Childrens outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to fuse their knowledge into working solutions for integrating interactive play in outdoor environments. We report on a schoolyard trial, where interactive play technology was installed as an integral part of a schoolyard environment, and discuss the interplay between technology and the environment that was partly natural forest and partly constructed playground. We highlight in particular the importance of the adaptability of the natural environment, how the combination of interactive technology and natural environment can contribute to the versatility of play activities, and how the interactive technology can both be useful for presenting invitations to play in such adaptable places, and enhance the adaptability for play in otherwise impoverished places.


ACM Transactions on Computer-Human Interaction | 2017

Designing for Transformative Play

Jon Back; Elena Márquez Segura; Annika Waern

Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.


foundations of digital games | 2017

Design, appropriation, and use of technology in larps

Elena Márquez Segura; Katherine Isbister; Jon Back; Annika Waern

During the last decade, there has been an increasing interest in supporting social play through the design of collocated digital games, alongside efforts to better understand social-physical modes of play. In this paper, we present relevant insights from a well-established gaming community, the larp (Live Action Role Play) community. This community has a longstanding tradition of making use of costumes, physical environments, and objects to shape player experience. We conducted a survey completed by 39 larpers concerning how they use digital technology in larp, and the way technology is designed and appropriated to augment the larp experience. Here, we present early results in the form of a preliminary taxonomy of technologies in larps, as well as key trends for design, use, and appropriation of technology to impact in-game social and emotional experience.


human factors in computing systems | 2016

Designing Children's Digital-Physical Play in Natural Outdoors Settings

Jon Back; Caspar Heeffer; Susan Paget; Andreas Rau; Eva Lotta Sallnäs Pysander; Annika Waern

Childrens outdoor play is fluent and fluctuating, shaped by environmental features and conditions. The article reports on a project where interaction designers and landscape architects work together to develop solutions for integrating interactive play in outdoor environments. Here we report on a schoolyard trial, where interactive play technology was installed as an integral part of the schoolyard environment, and discuss the interplay between technology and the environment. We highlight in particular how the interactive technology contributed to the versatility of play activities, but also how the nature setting and the availability of natural materials contributed to the play activities around the interactive artefacts.


advances in computer entertainment technology | 2015

DigiFys: the interactive play landscape

Annika Waern; Jon Back; Eva Lotta Sallnäs Pysander; Caspar J. H. Heefer; Andreas Rau; Susan Paget; Linda Petterson

The DigiFys project explores the design of interactive landscapes for childrens outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the childrens play culture in Sweden where the project originates, and Malaysia.


human factors in computing systems | 2018

Playing Close to Home: Interaction and Emerging Play in Outdoor Play Installations

Jon Back; Laia Turmo Vidal; Annika Waern; Susan Paget; Eva-Lotta Sallnäs Pysander

Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in childrens play activities. In this article we draw upon knowledge about designing for childrens play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.


digital games research association | 2013

“We are two strong women” – Designing Empowerment in a Pervasive Game

Jon Back; Annika Waern


human factors in computing systems | 2012

The Challenges of Designing a Gender-Aware Pervasive Game

Jon Back; Fani Athina Papadogoula; Annika Waern


human factors in computing systems | 2017

Activity as the Ultimate Particular of Interaction Design

Annika Waern; Jon Back


foundations of digital games | 2014

Codename Heroes – Designing for Experience in Public Places in a Long Term Pervasive Game

Jon Back; Annika Waern

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Annika Waern

Swedish Institute of Computer Science

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Susan Paget

Swedish University of Agricultural Sciences

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Andreas Rau

Royal Institute of Technology

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Caspar Heeffer

Royal Institute of Technology

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Caspar J. H. Heefer

Royal Institute of Technology

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